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Stealth AI in Indie Vampire Role-Playing Action Game DARK
Premium Interview August 4th, 2013

Stealth AI in Indie Vampire Role-Playing Action Game DARK

Stealth AI can be one of the most challenging types to build, especially without huge teams and AAA budgets. In this interview with Christian Werle, find out about the character technology behind the indie title DARK, by Realmforge Studios. You'll hear about the behavior tree, perception and integration of level scripts. Find out what worked or what didn't, and learn from examples.

Mixing AI Tools and Authoring for Progression Design
Premium Interview July 19th, 2013

Mixing AI Tools and Authoring for Progression Design

Design problems can rarely be solved with AI alone; they are either too complex or require expert input to make the results work in the context of a game. In this interview with Adam Smith and Eric Butler, you'll learn how a specialized version of Prolog (answer set programming, or ASP) can applied to a game called Refraction, specifically used to generate levels, analyze them for flaws, and craft overall ...

A Planner in 100 Lines Of Code: Modern AI Planning Tutorial
Premium Tutorial July 3rd, 2013

A Planner in 100 Lines Of Code: Modern AI Planning Tutorial

With the additional processing power of next-generation consoles or cloud-based server computation, techniques such as planning may find a new place in game AI. In this tutorial with Stavros Vassos, you'll learn the key concepts of planning algorithms from the ground up. Also, you'll find out how to write a full planner from scratch in 100 lines of code, one that covers both currently used techniques in games ...

An Introduction to OpenCL for Massively Parallel Game AI Algorithms
Premium Tutorial June 24th, 2013

An Introduction to OpenCL for Massively Parallel Game AI Algorithms

The next generation of consoles will feature highly parallel compute units that are perfectly suited to number crunching, and potentially AI algorithms. In this tutorial, you'll find out how to use OpenCL in practice for game applications, how to integrate it into your game engine. Using working examples and some performance results, you'll also understand what algorithms are best suited to this kind of ...

Combat AI and Animations in CASTLEVANIA: Lord of Shadows
Premium Interview June 15th, 2013

Combat AI and Animations in CASTLEVANIA: Lord of Shadows

Learn about the AI in the highly acclaimed combat adventure game CASTLEVANIA: LORD OF SHADOWS — a 3D reboot of the classic franchise. The interview with Joan Parera, AI programmer at Mercury Steam, covers decision-making for close combat, the animation and smart objects, as well as the underlying systems and special case AI algorithms used in the game.

Using Genetic Algorithms to Mine Game Mechanics and Evolve Levels
Premium Interview June 6th, 2013

Using Genetic Algorithms to Mine Game Mechanics and Evolve Levels

This interview looks at a design tools called ANGELINA that can use genetic algorithms to evolve game mechanics, by actually modifying the underlying Java code. You'll also find out how another genetic algorithm can synthesize levels to put these evolved mechanics to great use. In this interview, you'll see how this has worked for platforming games and understand how to apply the concepts to your own game ...

AI-Assisted Puzzle Design and Solving in SQUARE LOGIC
Premium Interview May 28th, 2013

AI-Assisted Puzzle Design and Solving in SQUARE LOGIC

This in-depth interview digs into the cult puzzle game EVERYDAY GENIUS: SQUARE LOGIC, powered by logic-based artificial intelligence techniques in both the design and runtime. It uses constraint-based techniques to generate thousands of solvable puzzles in order of difficulty, as well as using logical reasoning to monitor what techniques the player has learnt and potentially giving them hints. Find out how to ...

Improving F1 & Steering Behaviors with Context Maps
Premium Interview May 21st, 2013

Improving F1 & Steering Behaviors with Context Maps

As complexity increases, steering behaviors struggle to anything but reactive decisions that could lead into trouble. For example, F1 drivers can successfully avoid cars yet follow an ideal line; how do you combine these objectives together into a robust production system? This interview with Andrew Fray, previously AI Programmer at Codemasters, looks into context maps and their benefits for movement/steering.

Building Heroes of Newerth Bots for Training and Competition
Premium Interview May 14th, 2013

Building Heroes of Newerth Bots for Training and Competition

Competitive bots are becoming increasingly important for MOBA-style games, helping provide a friendly environment for practice as well as a smooth learning curve. In this interview with AI Programmer Paul Dziazio, you'll find out how the default bots were implemented in Lua, details of the API, debug visualizations, and lessons learned from the process.

Constraint Satisfaction from Theory To Practice (Rogue-Like Level Population)
Premium Interview May 9th, 2013

Constraint Satisfaction from Theory To Practice (Rogue-Like Level ...

Did you know you could build a constraint propagator in a weekend? You could use it for many things, including populating levels based on specific designer constraints! This tutorial with Leif Foged and Ian Horswill will elucidate the topic, with underlying algorithms or tips and tricks for successfully applying constraint satisfaction to other domains of games.