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Applying, Optimizing & Tuning Minimax for HIVE (Board Game)
Premium Interview May 21st, 2014

Applying, Optimizing & Tuning Minimax for HIVE (Board Game)

This interview uncovers the topic of applying minimax search algorithms to board games. You'll hear from Sean Colombo from BlueLine Game Studios discuss the application of the algorithm to a board game called HIVE. In particular, learn about the benefits of visual debugging for minimax as well as how to randomize the outcomes without breaking the illusion of intelligence.

Scaling and Coordinating AI for Open Worlds in Saints Row IV
Premium Interview May 14th, 2014

Scaling and Coordinating AI for Open Worlds in Saints Row IV

In this AAA interview, join Aaron Canary for a peek behind the scenes of the AI technology in SAINTS ROW IV, the critically acclaimed open world game. What techniques were required to scale to a large world, and support multiple factions? How were the behaviors of NPCs implemented to support such a diversity in gameplay?

Deathmatch AI in Alien Arena and the ACE Bots
Premium Tutorial April 29th, 2014

Deathmatch AI in Alien Arena and the ACE Bots

In this tutorial, you'll learn how the bots in fast-pace deathmatch game Alien Arena are implemented. The code is open source and initially based on Steve Yeager's ACE bot. This broadcast will go over the different aspects of the bot AI, looking at both its architecture and noteworthy features. You'll take away lessons to implement bots into your own arena-style games!

Coverage, Take-Aways, Analysis and Trends from GDC 2014
Premium Coverage April 15th, 2014

Coverage, Take-Aways, Analysis and Trends from GDC 2014

What were the biggest take-aways from GDC 2014? This session provides for high-level coverage of the best sessions, ranging from animation to game programming, and of course AI. More importantly, you'll hear our analysis of the major underlying trends of the event, as they have changed significantly in the past year, and how they affect you and your team.

The Evolution Of Planning Applications and Algorithms in AAA Games
Premium Interview April 2nd, 2014

The Evolution Of Planning Applications and Algorithms in AAA Games

In this interview with Eric Jacopin, one of the leading researchers applying planning to games, you'll hear about the current state of planners in research and what their major pitfalls are if you intend to apply one off-the-shelf to your games. Based on recorded gameplay sessions, you'll also see his analysis of the progression of planners in the games industry since F.E.A.R. to KILLZONE 3 and in TRANSFORMERS: ...

The Technology Behind Versu: A Simulationist Storytelling System
Premium Tutorial March 14th, 2014

The Technology Behind Versu: A Simulationist Storytelling System

This interview with Richard Evans (to be scheduled) will dig into Versu's text-based interactive dramas. You'll learn how the simulation models social practices as a way to coordinate between multiple agents, implemented using reactive joint plans. You'll see how this enables purposeful deliberative behavior while not taking away control from any of the characters in the simulation.

The Great Behavior Tree Debate (May Include Mild Rants)
Premium Interview March 1st, 2014

The Great Behavior Tree Debate (May Include Mild Rants)

This enlightening (and somewhat controversial) debate with Join Bobby Anguelov and Alex Champandard covers AI architectures, character design, and behavior trees. In particular, digging into topics such as what is a behavior tree, modularity in practice, building architectures for use from designers, optimization problems and pitfalls, common issues and solutions with behavior trees, and many more topics that ...

A Diplomatic Analysis of the AI in Civilization 4's SDK
Premium Tutorial February 13th, 2014

A Diplomatic Analysis of the AI in Civilization 4's SDK

How would you create an AI for a strategy game with a layer of diplomacy? In this tutorial in case-study style, you'll see the AI behind Firaxis' classic, Civilization 4. Digging into the SDK reveals some insights on how to structure the code, as well as specific tips on programming techniques. You'll learn about good practices from the code itself, and how to make improvements to the code to increase ...

Dig Into AI: Coordinating Search Procedures
Premium Tutorial January 31st, 2014

Dig Into AI: Coordinating Search Procedures

This tutorial will cover how to write AI to coordinate a search procedure among multiple characters. Looking at different implementations based on a grid or a graph, you'll see the benefits of these representations for searching building-style levels efficiently. You'll also see different possible algorithms to use, as well as more advanced techniques you'll need to make it convincing.

Starcraft AI from Build Orders to Unit Micro-Management
Premium Interview January 14th, 2014

Starcraft AI from Build Orders to Unit Micro-Management

This interview with Dave Churchill covers his winning entry in the Starcraft Competition 2013, known as UAlberta Bot. In particular, you'll hear about a real-time solver that can determine near-optimal build orders given specific goals. You'll also dizcover about different ways to do large scale unit battle management of units (from UCT to greedy search), and the efficient simulator called SparCraft required to ...