January 3rd, 2014
In our 2013 Awards for Game AI, find out the winning games in categories from technology to design and of course the overall winner. The games this year have raised the bar in many places for artificial intelligence, including autonomous buddy behavior, search-based techniques to find optimal moves, and non-character AI such as music ...
July 16th, 2013
This article was written by Alex Nash, a software engineer at Northrop Grumman with a Ph.D. from the University of Southern California, specializing in path planning for video games and robotics. You can contact him by email <alexwnash at gmail.com>.
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 ...
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.
April 15th, 2013
How can chatbot technology can bridge the gap between meticulously authored signal-response dialog and more improvisational chatting based on crowd source data? Learn about the kind of algorithms and technology that's necessary to pull off real-time search in text databases of millions of entries at runtime on a mobile device, drawing ...
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 ...