May 14th, 2013
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 ...
May 9th, 2013
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 ...
May 7th, 2013
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 ...
April 30th, 2013
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.
March 8th, 2013
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.
February 26th, 2012
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 ...