A few weeks ago, a promotional trailer was released for Brothers in Arms 2. It’s interesting from more than a marketing perspective because it reveals many challenges that should be familiar to developers working on first-person shooters. A big thanks goes to Remco Straatman for pointing out some of these issues and the […]
Videos
Common AI Challenges for Modern First-Person Shooters (Part 1, Video)
May 8th, 2008 | Alex J. Champandard
Evolving Virtual Creatures: The Definitive Guide
February 22nd, 2008 | Alex J. Champandard
AI research ties into games and simulations in many ways, but one of the most fascinating is the evolution of artificial life. Here’s a compilation of the best videos and white papers about applying genetic algorithms to generating the morphology and behavior of virtual embodied creatures in 3D worlds.
A big thanks goes to […]
An Introduction to the Whiteboard Video Tutorials — Episode 01
January 2nd, 2008 | Alex J. Champandard
What do you want to know about game AI? In particular, which topics or examples would you like me to explain with a whiteboard? Here’s your chance to influence the future direction of this new… erm, “show” I guess!
Last year, I hinted at my debut into the world of video blogging, and […]
Behavior Trees for Next-Gen Game AI (Video, Part 3)
December 20th, 2007 | Alex J. Champandard
Here’s the 3rd and final of my lecture at the GDC in Lyon a few weeks ago. Be sure to view the overview of behavior trees in part 1, as well as the following discussion of goal architectures and planning in part 2. This video is exactly 15:03 minutes long, and is […]
Behavior Trees for Next-Gen Game AI (Video, Part 2)
December 16th, 2007 | Alex J. Champandard
Here is part 2 of my lecture at the GDC in Lyon two weeks ago. Be sure to view the overview of behavior trees in part 1 first if you haven’t already. This video is exactly 21:48 minutes long, and is worth roughly 7.9 Mb of bandwidth!
In the video, I go over […]
Behavior Trees for Next-Gen Game AI (Video, Part 1)
December 12th, 2007 | Alex J. Champandard
Quite a few people asked for a PDF of my slides from my lecture at the GDC in Lyon, but I promised to do better and release a video with the animations an the whole audio. Here is the first part of the talk; it’s exactly 22:37 minutes long.
In the video, I go […]
AI in Game Development: From Good to Great (Part 2)
July 4th, 2007 | Alex J. Champandard
Here’s the second installment of my talk at Apply AI Innovations 2007. It covers planning techniques, and the challenges of combining them with designer content. I’ve also updated and improved the first part, for those of you who missed it.
I won’t be releasing the rest of the video immediately, but if you […]
AI in Game Development: From Good to Great (Part 1)
June 22nd, 2007 | Alex J. Champandard
Here’s a seven minute teaser video for my talk at Apply AI 2007 this coming Thursday in London.
Most games have good AI these days, and most often they’ll use a hierarchical state machine. But this approach has many challenges…
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