Premium Tutorials

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.

Dig Into AI: A Flanking Opportunity
Premium Tutorial November 28th, 2013

Dig Into AI: A Flanking Opportunity

This tutorial explains in detail how write AI to flank an enemy. It's a fascinating problem than involves terrain representation, analysis, and reasoning. Learn about the simplest tricks in the book, for example solutions based on vector algebra using known landmarks as reference points, as well as more advanced techniques too that involve multiple layers of single-source search and tactical pathfinding!

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 ...

How to Build Chase & Evade Behaviors with Emergent Gameplay
Premium Tutorial April 4th, 2012

How to Build Chase & Evade Behaviors with Emergent Gameplay

Chasing and evading are some of the most commonly used behaviors, with applications ranging from sports to combat games. In this tutorial, you'll learn different ways to build chase and evade behaviors, starting with a simple behavior and incrementally adding reasoning and decision-making features to the AI. At each step you'll see how simple changes can result in dramatic changes to the gameplay!

Understanding the Second-Generation of Behavior Trees – #AltDevConf
Premium Tutorial March 21st, 2012

Understanding the Second-Generation of Behavior Trees – #AltDevConf

This tutorial, given as a presentation at #AltDevConf 2012, provides the most comprehensive overview of the implementation of behavior trees to date. Since their incremental evolution into the games industry ~8 years ago, a lot has changed and there are clear trends in their uses and applications in commercial games. You'll learn the key principles behind first- and second-generation behavior trees as they are ...

Level of Difficulty in CALL OF DUTY: MODERN WARFARE's Sniper Mission
Premium Tutorial December 2nd, 2011

Level of Difficulty in CALL OF DUTY: MODERN WARFARE's Sniper Mission

Balancing a game is a tricky process that involves many different systems, including enemy NPCs. Getting it right for players of different skill levels even more so! The sniper mission “All Ghillied Up” is one of the most famous and memorable of in MODERN WARFARE , and does a great job of illustrating how to handle difficulty levels. The mission includes a combination of linear sections with ...

Bots of Lightning: Designing AI for MAGICKA that Withstands Electrocution
Premium Tutorial October 19th, 2011

Bots of Lightning: Designing AI for MAGICKA that Withstands ...

How would you go about designing and architecting an AI to play MAGICKA? Specifically, what do you need to build a bot capable of replacing human co-op partners if necessary, accompanying the player through single player missions. The game presents many challenges, including a wide variety of spells that result from combinations of basic elements, not forgetting the challenges of finding good positions and ...

An Introduction to Blend Tree Implementation and Animation Parallelization
Premium Tutorial June 30th, 2011

An Introduction to Blend Tree Implementation and Animation ...

Over the past decade, blend trees have incrementally established themselves as the de-facto technique for implementing character animation. Since these blend trees are becoming more complex, implementing them efficiently is becoming a priority, allowing games to offload the bulk of the computation to separate dedicated processors like the SPU.

The State of Character Animation Technology in the Games Industry
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?