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Featured Highlights

StoryBricks: The Future of User-Driven Narrative is At Stake
Open Interview May 22nd, 2012

StoryBricks: The Future of User-Driven Narrative is At Stake

StoryBricks is a fascinating project that aims to democratize traditional role-playing games, helping users easily specify behavior for living entities in the world, then share their creations with other players. As you may suspect, the AI challenges to pull this off are incredible — on the scale of a mainstream title like THE SIMS 3 with the risk of innovative indie games like FAÇADE.

High-Level Character Authoring & Utility AI in StoryBricks
Insider Broadcast May 27th, 2012

High-Level Character Authoring & Utility AI in StoryBricks

In this interview with Stéphane Bura, you'll learn about the design and implementation of the AI in StoryBricks, from the utility scapes to character roles and the interaction with modular story components. Top secret until now, Stéphane will be revealing everything about the technology as a way to raise awareness for their Kickstarter campaign (http://kck.st/K0iOqP).

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Procedural World Generation and Simulation in DWARF FORTRESS
Premium Broadcast May 16th, 2012

Procedural World Generation and Simulation in DWARF FORTRESS

We are excited to announce that this weeks broadcast will feature Tarn Adams of Bay 12 Games, one of the masterminds behind the roguelike city building simulation DWARF FORTRESS. Learn how the world behind the ASCII interface is created and populated with dwarfs, creatures and mythology, and about the simulation process which brings the world of DWARF FORTRESS to life. The immense detail of the procedural ...

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Open Teaser May 21st, 2012

EA Investing in the Next-Generation with ...

EA Investing in the Next-Generation with Proceduralism Post-SSX

Procedural generation techniques have been used cautiously by AAA developers, primarily to generate minor cosmetic details or randomize the assembly of pre-built blocks. However, EA's snowboarding game SSX took a huge bet with procedural generation, and these ideas helped generate hundreds of tracks rather than dozens. Electronic Arts ...

Open Interview May 14th, 2012

Planting the Seeds of AI in Open-Source RTS 0 A.D.

Planting the Seeds of AI in Open-Source RTS 0 A.D.

In this interview with Jonathan Waller we talk about his work on the enemy AI in 0AD - an open source game inspired by the Age of Empires series. Learn how the AI picks spots for buildings and how a path finder is used to select building sites for defensive buildings.

Premium Masterclass May 3rd, 2012

Sneaking Around & Selecting Cover using Tactical ...

Sneaking Around & Selecting Cover using Tactical Pathfinding

Cover selection sounds easy to implement, but in practice can be one of the most problematic features of modern AI. How can your AI find sensible hiding spots and make sure they remain good places to hide? In this tutorial, you'll find out about finding cover in general and how to make sure the code runs efficiently — including ...

Premium Interview April 25th, 2012

Tanks, Enemies and Comrades in RED ORCHESTRA 2

Tanks, Enemies and Comrades in RED ORCHESTRA 2

Building vehicles AI and combat between two large opposing forces are two of the biggest challenges in game AI. This interview with John Gibson will focus on the challenges of bringing a multitude of AI soliders to life in RED ORCHESTRA 2, a WW2 shooter known for realistic combat. Discover how a behavior tree was used to coordinate the ...

Insider Tutorial February 26th, 2012

Understanding the Second-Generation of Behavior ...

Understanding the Second-Generation of Behavior Trees – #AltDevConf

This video tutorial 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 ...

Insider Discussion February 9th, 2012

Trends and Highlights in Game AI for 2011

Trends and Highlights in Game AI for 2011

What were some of the most important moments of 2011 for artificial intelligence in games? Which trends developed over the year, and how do they affect you? Join our editor-in-chief Alex Champandard for his summary of the year and predictions of what's to come!


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