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A Programmer's Guide to Building a Low-Level Sensory System
Premium Tutorial October 25th, 2009

A Programmer's Guide to Building a Low-Level Sensory System

AI is only as good as the information it gets; if garbage goes in, garbage comes out. Unfortunately, acquiring good information about the physical world around an actor is not a trivial task, and calculating things like collisions and line of sight queries can take a fair bit of processing power. Providing such an interface between the low-level collision representation is typically the role of a sensory ...

Dynamic Decisions: Building an AI that Can Change Its Mind
Premium Tutorial October 11th, 2009

Dynamic Decisions: Building an AI that Can Change Its Mind

Your archers are engaging enemy cavalry from a distance using their ranged attack. The opposing forces harass you, the archers get a bit too complacent and move away from the protection of your infantry. Seeing the opportunity, the enemy cavalry charges suddenly! How do you make sure your archers or crossbowmen switch to their hand weapon to try to limit the damage?

Building a Scalable Navigation System for Pathfinding and Decision Making
Premium Tutorial September 23rd, 2009

Building a Scalable Navigation System for Pathfinding and Decision ...

Building a pathfinder based on A* is the easy part! What do you need to keep in mind when building the navigation system around it? Which queries should it support and how are they used? How do you make it robust and capable of scaling up to support large numbers of agents, and work well on lower grade hardware?

A Practical Introduction to Reinforcement Learning for Games
Premium Tutorial August 3rd, 2009

A Practical Introduction to Reinforcement Learning for Games

Find out why reinforcement learning (RL) is an up-and-coming technology, and the ideal complement for many classical game AI techniques. In this masterclass, you'll learn how RL was applied in commercial games to enhance the gameplay. The second part will also cover how this type of machine learning is well suited for content creation to simplify the authoring of behaviors. Finally, in the last part you'll ...

AI Blueprints for Action & Combat Behavior Trees
Premium Tutorial May 27th, 2009

AI Blueprints for Action & Combat Behavior Trees

This masterclass ties together all the sessions on design patterns to show you how to build a complete behavior tree for enemy NPCs in action / combat games. You'll learn how to assemble a set of relaxed, suspicious and alert behaviors into three subtrees. At each stage, you'll find out what kinds of decisions should be made, how the tree should be structured, and what you need to do to make sure the whole ...

Behavior Tree Design Patterns: Goal-Orientation
Premium Tutorial May 20th, 2009

Behavior Tree Design Patterns: Goal-Orientation

Continuing the series of masterclasses about behavior tree design, learn how to build modular building blocks for plugging into a more complex tree, at what level you should model behaviors, and the important things to consider when building a goal-directed AI using a behavior tree. Find out what's a good granularity to help your designers interact with purposeful behaviors, and where you can start programming ...

Behavior Tree Design Patterns: Prioritization
Premium Tutorial April 29th, 2009

Behavior Tree Design Patterns: Prioritization

This masterclass digs into the concept of prioritizing behaviors to help select which to activate or deactivate at any point in time. You'll learn about the three major ways of prioritizing behaviors, both statically at development time and at runtime, and list both their advantages and disadvantages. Also find out how to combine all these forms of prioritization into one tree as necessary.

Dynamic Locomotion by Example with Alex Champandard
Premium Tutorial March 30th, 2009

Dynamic Locomotion by Example with Alex Champandard

Follow step by step as this masterclass builds up a locomotion system from the ground up, starting from a solution that's simple to implement and low-level of detail then moving into higher quality systems that leverage animation data more and more. Learn about concepts like animation-driven motion, transitions, parametric animations, step-based models, reactive controllers and planning.

High-Level Animation and Motion Planning
Premium Tutorial February 19th, 2009

High-Level Animation and Motion Planning

Building on top of the animation system and motion assets described in previous sessions, this masterclass focuses on locomotion and character animation logic. In particular, you'll learn about the major challenges of creating high-level animation logic and why HFSM are currently the most common approach. A solution based on behavior trees is also presented, showing how you can create goal-driven animation ...

Crafting Animations for a Locomotion System
Premium Tutorial January 24th, 2009

Crafting Animations for a Locomotion System

In this session, Alex Champandard explains how to apply animation technology to create a locomotion system that can move characters around in space. In particular, you'll find out how to create the typical idle, walking, running, jogging and sprinting motions from action games. The process will be discussed from the perspective asset design and technological constraints too. You'll learn about whether looping ...