Featured Highlights

Monte-Carlo Tree Search in TOTAL WAR: ROME II's Campaign AI
Open Coverage August 12th, 2014

Monte-Carlo Tree Search in TOTAL WAR: ROME II's Campaign AI

Monte-Carlo Tree Search is a powerful AI algorithm that was recently discovered and in the past years has found great success in board games. This year, MCTS finally hit the AAA games industry, specifically thanks to Creative Assembly's TOTAL WAR: ROME II. Find out more about the design motivations for using the algorithm, how it was integrated into the game, and tips & tricks used to make it work efficiently.

Star Citizen's Flight Simulation and Combat AI
Insider Broadcast November 30th, 2014

Star Citizen's Flight Simulation and Combat AI

This interview with Matthew Jack will dig into the technical details behind the technology that powers Star Citizen, in particular for Arena Commander: a dog-fighting and flight simulation module for the game. You'll see the debugging tools in particular, as well as the wider challenges of building a living world AI.

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City Simulation in 1849 and Optimizing Rule-Based AI for Tablets
Premium Interview November 10th, 2014

City Simulation in 1849 and Optimizing Rule-Based AI for ...

Scaling a simulation game from a wide range of hardware including tablets to PCs is not trivial. In this interview with Robert Zubek, you'll find out how it was achieved technically with details of the rule-based production system at the heart of 1849. You'll hear how the game was balanced and tuned as well as insights from the development.

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Open Upcoming June 6th, 2014

Challenges in AI for Games: Speaker Spotlight for ...

Challenges in AI for Games: Speaker Spotlight for Game/AI Conf. 2014

As the industry innovates and games improve, the challenges that AI programmers face also evolve significantly. Issues like scaling up content creation, modernising gameplay for casual audiences, dealing with procedural levels, managing large scale emergent AI, leveraging and improving existing codebases, etc.

Open Coverage May 7th, 2014

AI Directors Case Study #11: SAINTS ROW IV ...

AI Directors Case Study #11: SAINTS ROW IV Notoriety System

As more studios adopt design best practices, increasingly many games are using ideas from AI Directors. It's not as easy as scripting a game, but there are many examples to study and learn from. Given our recent interview about SAINTS ROW with Aaron Canary, one of Volition's AI Programmers, it seems like an ideal addition to our ...

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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