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This Year in Game AI: Analysis, Trends from 2013
Open Editorial December 31st, 2013

This Year in Game AI: Analysis, Trends from 2013

This year saw incredible growth, diversification and creativity in the whole industry – partly thanks to increasing use of AI techniques like procedural generation and to a rebirth of traditional AI genres like simulation games.

Scaling AI for Open Worlds in Saints Row 4
Insider Broadcast April 30th, 2014

Scaling AI for Open Worlds in Saints Row 4

In this AAA interview, join Aaron Canary for a peek behind the scenes of the AI technology in Saints Row 4, the critically acclaimed open world game. What techniques were required to scale to a large world, and support multiple factions? How were the behaviors of NPCs implemented to support such a diversity in gameplay? Tune in on Thursday at 18:00 UTC (to be confirmed)!

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The Evolution Of Planning Applications and Algorithms in AAA Games
Premium Interview April 2nd, 2014

The Evolution Of Planning Applications and Algorithms in AAA ...

In this interview with Eric Jacopin, one of the leading researchers applying planning to games, you'll hear about the current state of planners in research and what their major pitfalls are if you intend to apply one off-the-shelf to your games. Based on recorded gameplay sessions, you'll also see his analysis of the progression of planners in the games industry since F.E.A.R. to KILLZONE 3 and in TRANSFORMERS: ...

Latest Articles

Open Editorial January 3rd, 2014

Games of the Year: The 2013 AiGameDev.com Awards ...

Games of the Year: The 2013 AiGameDev.com Awards for Game AI

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 ...

Open Tutorial July 16th, 2013

Lazy Theta*: Faster Any-Angle Path Planning

Lazy Theta*: Faster Any-Angle Path Planning

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>.

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 ...

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.

Premium Interview April 15th, 2013

Combining Dialog Authorship & Crowd-Sourcing with ...

Combining Dialog Authorship & Crowd-Sourcing with CleverScript Chatbots

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 ...

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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