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Platforming MOBA Bots for AWESOMENAUTS Using Decision Trees
Alex J. Champandard on March 19, 2013
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 low-level, and an overview of a stepping debugger and corresponding in-game visualizations.