Premium Features

Procedural World Generation and Simulation in DWARF FORTRESS
Premium Access May 16th, 2012

Procedural World Generation and Simulation in DWARF FORTRESS

We are excited to announce that this weeks broadcast will feature Tarn Adams of Bay 12 Games, one of the masterminds behind the roguelike city building simulation DWARF FORTRESS. Learn how the world behind the ASCII interface is created and populated with dwarfs, creatures and mythology, and about the simulation process which brings the world of DWARF FORTRESS to life. The immense detail of the procedural ...

Sneaking Around & Selecting Cover using Tactical Pathfinding
Premium Access May 3rd, 2012

Sneaking Around & Selecting Cover using Tactical Pathfinding

Cover selection sounds easy to implement, but in practice can be one of the most problematic features of modern AI. How can your AI find sensible hiding spots and make sure they remain good places to hide? In this tutorial, you'll find out about finding cover in general and how to make sure the code runs efficiently — including tactical pathfinding as a secret ingredient.

  • Premium Interview
    May 14th, 2011

    Pedestrians with Airtight Alibis and Level-Of-Detail Trading

    When simulating large crowds, most games can't afford to perform detailed AI simulation on pedestrians, and often randomly generate behavior instead. Even in the very best open-world sandbox games, the pedestrians often wander around without purpose. This approach is fast, but the down side is that cracks quickly show in the NPCs decision making once the player investigates — which completely breaks immersion.

  • Premium Interview
    May 7th, 2011

    Strategic War Games and Operational-Level AI in COMMAND OPS: BATTLES FROM THE BULGE

    COMMAND OPS: BATTLES FROM THE BULGE is a strategic war game that has a reputation for its simulation detail, famous for its realistic model of command decision-making. It's also considered by fans of the genre as having one of the best operational AI systems even built in such a game, and one of the most advanced in any wargame.

  • Premium Tutorial
    April 18th, 2011

    The State of Character Animation Technology in the Games Industry

    Character animation remains one of the biggest challenges for creating believable NPC behavior, and it's arguably the fastest moving fields of game development. Staying in touch with recent games is one of the best ways to stay on top of trends! What's everyone doing and which patterns are most common? What techniques should you implement in your own games? Where are things going in the near future?

  • Premium Interview
    April 11th, 2011

    Behavior as First-Class Gameplay Concepts in CORTICAL

    Games such as the classic LEMMINGS or the upcoming PORTAL 2 feature behaviors as explicit concepts in the game that you can manipulate as objects, from setting the behavior of the Lemmings to spraying jump and acceleration paint around the world. In an industry where creative designs can help both AAA and indie titles distinguish themselves, these concepts are a proven yet very under-used technique for adding more depth to the gameplay.

  • Premium Tutorial
    March 31st, 2011

    A Guide to Creating Rich and Varied Behaviors (F.E.A.R. 2 AI Analysis)

    With single player campaigns of first-person shooters expected to last 10h, it's important for the enemy soldiers to exhibit diverse behaviors. You don't want your players getting bored! When there are many enemies on screen, and multiple waves descend on the player's position, this can particularly be a problem. How do you add more variety and diversity to the AI's combat behaviors?

  • Premium Interview
    March 22nd, 2011

    2D Side Scrolling RTS AI in SWORDS & SOLDIERS

    SWORDS & SOLDIERS is a multi-platform 2D sidescrolling RTS game that distills real-time strategy tactics to their very core. The game exhibits all of the traditional challenges for AI, including timing about when to build units, how to balance production of workers vs. combat units, which branch of the technology tree to develop, and which path to send the units on.

  • Premium Tutorial
    March 21st, 2011

    Level Design and AI Integration: Methods and Tools

    As Jay Wilbur once said, "Level Design is where the rubber hits the road." No matter how great your programming or how well designed your NPC behaviors, a level designer can make your work look like the most terrible or amazing AI ever built!

  • Premium Tutorial
    March 13th, 2011

    Influence Maps from A to Z: Representation, Algorithm and Parameters

    An AI's decisions are only as good as the information it gets, so for things like tactical and strategic reasoning influence maps are a critical component. They help not only at the individual level for picking positions, but also deciding where to attack or build bases. In fact, it's safe to say the more you use influence maps at all levels of your game AI the better it will be overall!

  • Premium Tutorial
    March 5th, 2011

    Building Your Own AI Director for Fun and Pacing

    Increasingly, emergence is not enough to build compelling gameplay experiences. You need some kind of monitoring of the player's behavior, allowing you to controlling the game's flow towards states that you know to be fun. That's where AI Directors come in, providing a layer of adaptive logic that improves upon near-random experiences.

  • Premium Masterclass
    February 17th, 2011

    Synchronizing Clients and Server: Replicating Bots Over the Network in RESISTANCE 2

    Synchronizing characters over the network is a difficult challenge. For player avatars, it requires a very responsive approach that . However, this approach isn't very suited to non-player characters as it consumes unnecessary bandwidth and can result in low-quality animation. RESISTANCE 2 in particular uses a different approach to synchronize the AI decisions over a network.