Premium Features

Combining Dialog Authorship & Crowd-Sourcing with CleverScript Chatbots
Premium Interview April 15th, 2013

Combining Dialog Authorship & Crowd-Sourcing with CleverScript ...

How can chatbot technology can bridge the gap between meticulously authored signal-response dialog and more improvisational chatting based on crowd source data? Learn about the kind of algorithms and technology that's necessary to pull off real-time search in text databases of millions of entries at runtime on a mobile device, drawing from experiences of Angry Dude or Pepito (iOS), or a Skyfall-branded (James ...

Narrative-Based Procedural World Generation and Creature AI in DON'T STARVE
Premium Interview April 6th, 2013

Narrative-Based Procedural World Generation and Creature AI in DON'T ...

Built by an experienced team, indie survival game DON'T STARVE innovates on many fronts in gameplay and design. In particular, it generates procedural worlds by first creating a set of tasks/goals for the player first (i.e. this game's narrative) and laying them out in the space afterwards (i.e. the game's world). You'll find out how this is done in this interview, as well as the Lua-based behavior trees that ...

Reactive... Strategy? Turn-Based AI in Skulls of the Shogun
Premium Interview March 27th, 2013

Reactive... Strategy? Turn-Based AI in Skulls of the Shogun

Certain designs afford specific AI architectures. In the case of Skulls of the Shogun, this resulted in a hierarchical system that makes strategic decisions while at the same time reacting to the player. This is achieved by combining a state-based approach at the top and compartmentalized utility for comparing and selecting subsets of actions. Few games have their AI explicitly (and positively) mentioned in ...

Platforming MOBA Bots for AWESOMENAUTS Using Decision Trees
Premium Interview March 19th, 2013

Platforming MOBA Bots for AWESOMENAUTS Using Decision Trees

Multi-player online battle arenas (aka. MOBAs) provide huge challenges for human players as well as computer-controlled bots. In this interview with the team behind AWESOMENAUTS, you'll hear how the AI was built to support 2D-based platforming gameplay. Specifically, how the bots were implemented using a large decision tree, how the path network search at the high-level supports reactive movement at the ...

Mobile Utility-Based AI in BATTLE OF THE BULGE (iPad)
Premium Interview March 11th, 2013

Mobile Utility-Based AI in BATTLE OF THE BULGE (iPad)

Mobile devices are particularly well suited to automating board games, in particular allowing the player to compete against computer opponents! In this interview about critically-acclaimed iPad strategy game BATTLE OF THE BULGE, you'll hear how a utility-based AI was designed to support different personalities for the enemy commanders. Miguel Nieves discusses his secrets to making utility work reliably, as ...

Sleeping Dogs' AI from Cover-Based Gunplay to Pedestrian Spawning
Premium Interview March 4th, 2013

Sleeping Dogs' AI from Cover-Based Gunplay to Pedestrian Spawning

Bringing together a wide variety of different gameplay genres into one game is a challenge in itself, but building AI that can support everything from gunplay to melee, pedestrian movement and driving is even more so! In this interview with Lead Gameplay & AI Programmer Eric Tong, you'll hear about critically acclaimed action game Sleeping Dogs. In particular, how are the navigation meshes built for a large ...

Multiplayer Bot AI in CALL OF DUTY: BLACK OPS 2
Premium Interview February 20th, 2013

Multiplayer Bot AI in CALL OF DUTY: BLACK OPS 2

Bots are becoming increasingly important for multiplayer games as both a training tool and to provide a friendlier environment to play in. In this interview, you'll find out about the bot AI in blockbuster title CALL OF DUTY: BLACK OPS 2. You'll learn about the challenges and solutions of building bots that can play against or alongside human players! You'll also hear about the underlying technology such as ...

High-Detail Voxel-based Procedural World Generation (VoxelFarm Tech. Interview)
Premium Interview February 12th, 2013

High-Detail Voxel-based Procedural World Generation (VoxelFarm Tech ...

Look into the procedural landscape technology that powers Sony's upcoming Everquest Next. In this interview with Miguel Cepero, you'll find out what it takes to generate entire believable worlds, from the terrain to vegetation and even buildings. In particular, you'll see how simulation can help increase the quality of trees and forests, and why voxel representations help overall.

AI-centric Gameplay in Running with Rifles
Premium Interview November 19th, 2018

AI-centric Gameplay in Running with Rifles

Find out how a small team can leverage AI techniques to deliver unique gameplay in this interview with Pasi Kainiemi of Modulaatio Games. Explore the AI in the crow-favorite indie game Running with Rifles in which hundreds of AI soldiers fight over portions of a big open world. You will learn about soldier AI (including vehicle driving) and how it reacts to player commands.

Making AI that Plays Like Humans (Winning the BotPrize)
Premium Interview January 18th, 2013

Making AI that Plays Like Humans (Winning the BotPrize)

This double interview features both winning teams behind the bots that won the grand BotPrize, building AI that was ranked as human more often than the humans themselves! First, Mihai Polceanu will present the techniques behind MirrorBot (gathering real-time player information and mirroring opponents). Then, Jacob Schrum will explain the techniques behind UT^2 (blending gameplay traces and neuro-evolution).