Featured Highlights

Capture The Flag AI Competition: Results and Source Release
Open Coverage April 30th, 2013

Capture The Flag AI Competition: Results and Source Release

During three months, starting mid-November 2012 and ending mid-February 2013, AiGameDev.com ran an AI Competition called Capture The Flag. We had rather ambitious goals for CTF, designing it to be more practical than academic competitions and more relevant than hobbyist contests. In the end, after many long hours of work by the many competitors and the organization team, it not only fulfilled our expectations ...

A Planner in 100 Lines Of Code: Modern AI Planning Tutorial
Insider Broadcast June 19th, 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, you'll see how to write a full planner from scratch in 100 lines of code, one that covers both currently used techniques in games such as STRIPS and HTN planners.

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AI-Assisted Puzzle Design and Solving in SQUARE LOGIC
Premium Interview May 28th, 2013

AI-Assisted Puzzle Design and Solving in SQUARE LOGIC

This in-depth interview digs into the cult puzzle game EVERYDAY GENIUS: SQUARE LOGIC, powered by logic-based artificial intelligence techniques in both the design and runtime. It uses constraint-based techniques to generate thousands of solvable puzzles in order of difficulty, as well as using logical reasoning to monitor what techniques the player has learnt and potentially giving them hints. Find out how to ...

Latest Articles

Premium Interview May 14th, 2013

Building Heroes of Newerth Bots for Training and ...

Building Heroes of Newerth Bots for Training and Competition

Competitive bots are becoming increasingly important for MOBA-style games, helping provide a friendly environment for practice as well as a smooth learning curve. In this interview with AI Programmer Paul Dziazio, you'll find out how the default bots were implemented in Lua, details of the API, debug visualizations, and lessons learned ...

Premium Interview May 9th, 2013

Constraint Satisfaction from Theory To Practice ...

Constraint Satisfaction from Theory To Practice (Rogue-Like Level Population)

Did you know you could build a constraint propagator in a weekend? You could use it for many things, including populating levels based on specific designer constraints! This tutorial with Leif Foged and Ian Horswill will elucidate the topic, with underlying algorithms or tips and tricks for successfully applying constraint satisfaction to ...

Open Article May 7th, 2013

Delayed-Attached Dynamic Obstacles and Graph ...

Delayed-Attached Dynamic Obstacles and Graph Optimizations in PathEngine

The most common — and arguably most important — trick for optimizing search algorithms is reducing the size of the graph. If you can search a small one, why not do that? For pathfinding, this has lead to many techniques for better triangulating navigation meshes, reducing the number of nodes without compromising path quality or ...

Insider Interview April 30th, 2013

The CTF Winners' Secrets

The CTF Winners' Secrets

Our Capture The Flag Competition over at AiSandbox.com saw a couple of fierce and exciting battles. We have asked our top scorers Alexander Shafranov, Traffic Jam, and Thomas Dupuis to share with us what they thought their commander is particularly good at. Here is what they have told us.

Open Review March 8th, 2013

Planning in Games: An Overview and Lessons Learned

Planning in Games: An Overview and Lessons Learned

This article and its accompanying video digs into the history of planning in games, looks at games that use planning as well as related techniques that have had a notable impact, and presents the biggest lessons we've learned as a result.

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 ...


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