Skip to content
HomeVideosBooksBlogs
AllTop postsTopics
Podcasts
HistoryListsWatch laterLiked videosFollowing

The videos, books, blogs and podcasts Hacker News keeps recommending, all in one place.

VideosBooksBlogsPodcastsAboutPrivacySettings

Data from Hacker News, HackerTube, HackerBooks, HackerBlogs and Open Library. Credits · Not affiliated with Y Combinator.

HomeVideosBooksBlogsPodcasts
Ctrl K
    A

    AiGameDev

    aigamedev.com · Publication · on HN since 2007

    AiGameDev is a site about artificial intelligence in video games, covering pathfinding, behavior trees, and developer interviews.

    Visit blogHN submissions
    GamesAI & Machine Learning
    What HN says

    HN commenters list it among resources for game AI programming, and link its interviews and its community award for the best NPC.

    Stats for nerds
    43HN people shared it
    25linked in comments
    78story points
    Oct 2018last shared
    2012people per year2018

    Top posts on HN

    1. 1
      Recast'ing automatic annotations for player cover in KillZone 3
      1 person · 8 points · first shared 2011 · Discussion on HN
    2. 2
      Procedural Characters and the Coming Animation Technology Revolution
      1 person · 8 points · first shared 2012 · 1 comments on HN
    3. 3
      Game AI bugs caught on tape... and fixed
      2 people · 7 points · first shared 2009 · 3 comments on HN
    4. 4
      10 Reasons the Age of Finite State Machines is Over
      1 person · 7 points · first shared 2007 · 2 comments on HN
    5. 5
      17 Ways to Reduce Your Turnaround Times While Prototyping Game AI
      1 person · 6 points · first shared 2008 · 5 comments on HN
    6. 6
      A-Life, Emergent AI and S.T.A.L.K.E.R.:An Interview with Dmitriy Iassenev
      1 person · 6 points · first shared 2008 · Discussion on HN
    7. 7
      The Crysis of Integrating Next-Gen Animation and AI
      1 person · 5 points · first shared 2007 · Discussion on HN
    8. 8
      Analyzing the AI Bot Library from the Quake 3 Source Code
      1 person · 4 points · first shared 2008 · Discussion on HN
    9. 9
      This Year in Game AI: Analysis and Trends from 2010 and Predictions for 2011
      1 person · 3 points · first shared 2011 · Discussion on HN
    10. 10
      Why the age of finite state machines is over – game devs perspective
      1 person · 3 points · first shared 2018 · Discussion on HN

    What HN people wrote when they linked it

    • dkerstenJan 2015

      I don't think its really that much to do with research and implementation and more about the goals of AI in games. Mostly its the illusion of intelligence while not actually being intelligent.

      I was reading about game AI again just yesterday and an exmaple of this is in this aigamedev.com article about things you can learn from Halo's AI, they say that "when you make the AI tougher (e.g. with more health points), the players believe they are smarter": http://aigamedev.com/open/review/halo-ai/

      Game AI is a careful balance between:

      1. Providing a challenge
      2. Not being too difficult to be frustrating
      3. The *illusion* of intelligence

      Non of these really have much to do with "AI" as such and certainly don't need fancy implementations or research.

      For shooters, being a good shot and having fast reaction time (ie things that make a good player) make for frustratingly terrible AI (and is super easy to implement). What makes a shooter AI feel smart is advanced combat tactics: teamwork, flanking, tricks to flush their enemy out, whatever. A lot of this can be implemented as a mix between behaviour trees and pre-scripted events. But as the Halo guys say, if the enemies don't live long enough for this to be visible, then it doesn't actually matter.

      Having said that, I personally wish games had more of an A-Life simulation (agapos mentioned Stalker, a game whose AI I quite liked). Combat tactics is nice and all, but I want the games to feel alive when I'm not fighting…

    • parasubvertApr 2017

      For those with a modest automated planning background, F.E.A.R. is inspirational because it shows even the most ambitious and inefficient planners, i.e. STRIPS, which is the grand-daddy of automated planning that searches across flat goals based on a known global state... even that, which is known to be an NP-complete problem in many domains, can be made practical in specific domains with tweaks.

      Much of the automated planning literature is about finding ways to find the balance between computational tractability and expressivity of the domain & goals. Many attempts to fuse logic and imperative programming with an aspect of history: hierarchical task networks for example, which are like a high level procedural language with non-deterministic method dispatch. Games like Killzone 2 for the PS3 also had an interesting followup use of automated planning via hierarchical task networks, to do squad tactics; http://aigamedev.com/open/coverage/htn-planning-discussion/

      Another thread is Golog as a variant of Prolog that uses Reiter's Situation Calculus to formulate complex goals and domain constraints in a relatively consistent syntax and applied towards "Cognitive Robotics": http://www.cs.toronto.edu/cogrobo/main/systems/ .. it's unfortunate a lot of that work seems stalled since Reiter passed away.

      With all the recent hype around connectionist, deep learning AI, etc., there still is a lot of important work going on in the symbolic logic side of AI, particularly in this…

    • MrBraJan 2014

      Yes but as I suspected it features a scripted A.I. while I was looking for a real 100% "thinking" dynamic and/or even machine-learning based A.I.

      Quoting from: http://voices.yahoo.com/what-good-ai-bad-ai-7633798.html

      "Metal Gear Solid 2 and Metal Gear Solid 3. These two games feature the most scripted A.I. in the history of video games. And yet, I love the A.I. of both games. They're programmed to react differently to your different actions and while everything is pre-programmed and you'll learn just how scripted it is by the time you're about half-done with the game, there're so many different scripts to the A.I., that as predictable as they are, you'll en up having a lot of unique and unpredictable moments in those two games."

      Compare that to "Creatures" for example.

      Quoting from: http://aigamedev.com/open/highlights/top-ai-games/

      "Creatures is an artificial life program where the user ‘hatches’ small furry animals and teaches them how to behave. These “Norms” can talk, feed themselves, and protect themselves against vicious creatures.

      It’s the first popular application of machine learning into an interactive simulation.

      Neural networks are used by the creatures to learn what to do. The game is regarded as a breakthrough in alife research, which aims to model the behavior of creatures interacting with their environment."

      So I am sure that no matter at how good MGS 3 might get, given I am specifically putting attention to this aspect (and that I am not really…

    • modelessJan 2015

      The speech recognition and synthesis are primitive compared to any smartphone assistant these days. The natural language processing is about equivalent to SHRDLU from the 1960s [1]. It turns out that this approach based on manually constructing syntax trees and applying simple logic can make some fun demos but is ultimately a dead end in terms of making systems that are actually useful, as was discovered in the "AI winter".

      The part that controls Mario looks similar (if not identical) to this: http://aigamedev.com/open/interviews/mario-ai/

      If you want to see the state of the art in using AI to play video games, look no further than "Playing Atari with Deep Reinforcement Learning" [2], where a single general AI system learns to play many different games. The generality is what makes it impressive. Its only inputs are pixels and score, and its only outputs are joystick and button state, just like a human player. This makes it unlike these Mario systems which are hand programmed very specifically for Mario, and use special instrumentation of the game state that skips pixels entirely.

      [1] http://en.wikipedia.org/wiki/SHRDLU

      [2] http://arxiv.org/abs/1312.5602

    • angersockJan 2015

      There are some other helpful reads in the field of games AI:

      Killzone's AI: dynamic procedural combat tactics (interesting for its use of tactical analysis):
      http://www.cgf-ai.com/docs/straatman_remco_killzone_ai.pdf

      Misc. coverage of the HL1 AI stuff:
      http://aigamedev.com/open/article/halflife-sdk/
      http://twhl.info/articulator.php?art=29

      The Quake 3 Arena Bot (interesting for use of fuzzy logic and GA in training):
      http://fd.fabiensanglard.net/quake3/The-Quake-III-Arena-Bot.pdf

      The AI Systems of Left 4 Dead (interesting for focus on player state modeling):
      http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf

      Steering Behaviors for Autonomous Characters:
      http://www.red3d.com/cwr/steer/

      Artificial Stupidity: The Art of Intentional Mistakes (interesting for how it helps you train players):
      http://www.liden.cc/lars/WEB/Resume/Papers/2003_AIWisdom.pdf

    • lenocinorJul 2014

      From the article:

      "A* is a good choice for most pathfinding needs."

      I teach A* in my game AI class, and after having examined dozens of real-world game implementations of pathfinding, this is exactly right. While it's true that you shouldn't ALWAYS use A* , most games use A* in most situations, because actually greedy approaches like you are discussing do poorly surprisingly often. My recommendation is to start with A* and only use simpler methods if it isn't giving you the performance you need.

      For your subdivision comment, the general approach is generally called hierarchical pathfinding. There are lots of ways you can do this, but I like HPA* : http://aigamedev.com/open/review/near-optimal-hierarchical-pathfinding/ Your comment about two levels is good, because while hierarchical pathfinding can use any number of levels, I've never seen more than two in practice in games.

    Related

    The Orange Ducktheorangeduck.com74 people

    Machine Learning, Kolmogorov Complexity, and Squishy Bunnies (2019)

    The Orange Duck
    Personal · last shared 2026
    Expressive Intelligence Studio Blogeis-blog.ucsc.edu18 people

    Space Invaders Enterprise Edition

    Expressive Intelligence Studio Blog
    Company · last shared 2014
    NVIDIA Developer Newsnews.developer.nvidia.com75 people

    PhysX SDK 4.0, an Open-Source Physics Engine

    NVIDIA Developer News
    Company · last shared 2020
    Stack Overflow Blogstackoverflow.blog1.1k people

    How Dwarf Fortress is built

    Stack Overflow Blog
    Company · last shared 2026
    Games from Withingamesfromwithin.com31 people

    Data-oriented design or why you might shoot yourself in the foot with OOP (2009)

    Games from Within
    Personal · last shared 2026
    Google Developers Blogdevelopers.googleblog.com369 people

    Gemini 2.5 Flash Image

    Google Developers Blog
    Company · last shared 2026
    Fly.io Blogfly.io555 people

    My AI skeptic friends are all nuts

    Fly.io Blog
    Company · last shared 2026
    TokyoDevtokyodev.com27 people

    How I Got a Digital Nomad Visa for Japan

    TokyoDev
    Company · last shared 2026