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        	<title>AiGameDev.com PREMIUM for Members</title>
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	<description>Recent session recordings, reports and source code from tutorials &amp; masterclasses.</description> 
	
	<pubDate>Thu, 17 May 2012 05:36:31 +0000</pubDate>
	<language>en</language>
    	<feedburner:info uri="aigamedevpremium" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://aigamedev.com/feed/premium/" /><feedburner:emailServiceId>AiGameDevPremium</feedburner:emailServiceId><feedburner:feedburnerHostname>http://feedburner.google.com</feedburner:feedburnerHostname><feedburner:feedFlare href="http://add.my.yahoo.com/rss?url=http%3A%2F%2Faigamedev.com%2Ffeed%2Fpremium%2F" src="http://us.i1.yimg.com/us.yimg.com/i/us/my/addtomyyahoo4.gif">Subscribe with My Yahoo!</feedburner:feedFlare><feedburner:feedFlare href="http://www.newsgator.com/ngs/subscriber/subext.aspx?url=http%3A%2F%2Faigamedev.com%2Ffeed%2Fpremium%2F" src="http://www.newsgator.com/images/ngsub1.gif">Subscribe with NewsGator</feedburner:feedFlare><feedburner:feedFlare href="http://www.bloglines.com/sub/http://aigamedev.com/feed/premium/" src="http://www.bloglines.com/images/sub_modern11.gif">Subscribe with Bloglines</feedburner:feedFlare><feedburner:feedFlare href="http://www.netvibes.com/subscribe.php?url=http%3A%2F%2Faigamedev.com%2Ffeed%2Fpremium%2F" src="http://www.netvibes.com/img/add2netvibes.gif">Subscribe with Netvibes</feedburner:feedFlare><feedburner:feedFlare href="http://fusion.google.com/add?feedurl=http%3A%2F%2Faigamedev.com%2Ffeed%2Fpremium%2F" src="http://buttons.googlesyndication.com/fusion/add.gif">Subscribe with Google</feedburner:feedFlare><feedburner:feedFlare href="http://www.live.com/?add=http%3A%2F%2Faigamedev.com%2Ffeed%2Fpremium%2F" src="http://tkfiles.storage.msn.com/x1piYkpqHC_35nIp1gLE68-wvzLZO8iXl_JMledmJQXP-XTBOLfmQv4zhj4MhcWEJh_GtoBIiAl1Mjh-ndp9k47If7hTaFno0mxW9_i3p_5qQw">Subscribe with Live.com</feedburner:feedFlare><feedburner:browserFriendly>The leading continuous training program about artificial intelligence in games.</feedburner:browserFriendly><item>
		<title>Procedural World Generation and Simulation in DWARF FORTRESS</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/5vtUViM-Pj8/</link>
		<pubDate>Wed, 16 May 2012 16:02:49 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/access/dwarf-fortress/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2012/04/dwarffortress-teaser.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Procedural World Generation and Simulation in DWARF FORTRESS" title="Procedural World Generation and Simulation in DWARF FORTRESS" /&gt;
&lt;p&gt;We are excited to announce that this weeks broadcast will feature Tarn Adams of Bay 12 Games, one of the masterminds behind the roguelike city building simulation DWARF FORTRESS. Learn how the world behind the ASCII interface is created and populated with dwarfs, creatures and mythology, and about the simulation process which brings the world of DWARF FORTRESS to life. The immense detail of the procedural generation of the world and the simulation is something you do not want to miss.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/access/dwarf-fortress/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/5vtUViM-Pj8" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/access/dwarf-fortress/</feedburner:origLink></item>
    	<item>
		<title>Sneaking Around &amp; Selecting Cover using Tactical Pathfinding</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/Bn5LQXx7fPQ/</link>
		<pubDate>Thu, 03 May 2012 07:34:23 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/access/cover-selection/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2011/11/JailTag6-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Sneaking Around &amp;amp; Selecting Cover using Tactical Pathfinding" title="Sneaking Around &amp;amp; Selecting Cover using Tactical Pathfinding" /&gt;
&lt;p&gt;Cover selection sounds easy to implement, but in practice can be one of the most problematic features of modern AI.  How can your AI find sensible hiding spots and make sure they remain good places to hide?  In this tutorial, you'll find out about finding cover in general and how to make sure the code runs efficiently &amp;mdash; including tactical pathfinding as a secret ingredient.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/access/cover-selection/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/Bn5LQXx7fPQ" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/access/cover-selection/</feedburner:origLink></item>
    	<item>
		<title>Tanks, Enemies and Comrades in RED ORCHESTRA 2</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/sbFXsiKqy6M/</link>
		<pubDate>Wed, 25 Apr 2012 15:16:43 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/interview/red-orchestra-2/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2012/03/red-orchestra-2-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Tanks, Enemies and Comrades in RED ORCHESTRA 2" title="Tanks, Enemies and Comrades in RED ORCHESTRA 2" /&gt;
&lt;p&gt;Building vehicles AI and combat between two large opposing forces are two of the biggest challenges in game AI. This interview with John Gibson will focus on the challenges of bringing a multitude of AI soliders to life in RED ORCHESTRA 2, a WW2 shooter known for realistic combat.  Discover how a behavior tree was used to coordinate the crew of a tank, and implement its tactical behavior. Learn how the AI sends wave after wave of soldiers at you and how your bot comrades help in stopping them.&lt;/p&gt;
&lt;p&gt;&lt;a href='http://aigamedev.com/premium/interview/red-orchestra-2/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/sbFXsiKqy6M" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/interview/red-orchestra-2/</feedburner:origLink></item>
    	<item>
		<title>Interactive Story Telling in FALLEN LONDON (ECHO BAZAAR)</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/kAexhZ0gw50/</link>
		<pubDate>Tue, 17 Apr 2012 08:35:03 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/broadcast/fallen-london/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2012/03/teaser1.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Interactive Story Telling in FALLEN LONDON (ECHO BAZAAR)" title="Interactive Story Telling in FALLEN LONDON (ECHO BAZAAR)" /&gt;
&lt;p&gt;This interview features Alexis Kennedy from Failbetter games and we talk about ECHO BAZAAR, an award winning game featuring procedural story generation. Find out how the underlying engine manages large quantities of text (more than the bible!) and uses storylet patterns to create a dynamic choose-your-own-adventure story.&lt;br /&gt; &lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/broadcast/fallen-london/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/kAexhZ0gw50" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/broadcast/fallen-london/</feedburner:origLink></item>
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		<title>Orchestrating the AI Enemies of Resistance 3</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/Txk9FfkUjrY/</link>
		<pubDate>Tue, 10 Apr 2012 11:31:35 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/interview/resistance3/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2012/02/SteelTron-resistance-wallpaper-save-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Orchestrating the AI Enemies of Resistance 3" title="Orchestrating the AI Enemies of Resistance 3" /&gt;
&lt;p&gt;In this broadcast you will learn about the ground-breaking features that won Resistance 3 our own editor's pick award of "2011 Best AI in AAA Game". Together with Insomniacs' Jason Franklin and Adam Noonchester, you will hear about enemy coordination in the high level AI director-style logic, iteration with the level designers, the variation in enemy behaviors, and the jobboard tool that helped combine this all together.&lt;p&gt;
&lt;p&gt;&lt;a href='http://aigamedev.com/premium/interview/resistance3/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/Txk9FfkUjrY" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/interview/resistance3/</feedburner:origLink></item>
    	<item>
		<title>How to Build Chase &amp; Evade Behaviors with Emergent Gameplay</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/K7EHiyk1PPM/</link>
		<pubDate>Wed, 04 Apr 2012 07:48:41 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/access/case-evade/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2011/10/ChasingEvading.large_-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="How to Build Chase &amp;amp; Evade Behaviors with Emergent Gameplay" title="How to Build Chase &amp;amp; Evade Behaviors with Emergent Gameplay" /&gt;
&lt;p&gt;Chasing and evading are some of the most commonly used behaviors, with applications ranging from sports to combat games.  In this tutorial, you'll learn different ways to build chase and evade behaviors, starting with a simple behavior and incrementally adding reasoning and decision-making features to the AI.  At each step you'll see how simple changes can result in dramatic changes to the gameplay!&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/access/case-evade/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/K7EHiyk1PPM" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/access/case-evade/</feedburner:origLink></item>
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		<title>Distributed Automatic Testing of AI and Animation in CRYSIS 2</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/nsfkuWHF2bU/</link>
		<pubDate>Tue, 27 Mar 2012 08:14:41 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/interview/automatic-testing-in-crysis-2/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2012/01/Crysis2Testing-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Distributed Automatic Testing of AI and Animation in CRYSIS 2" title="Distributed Automatic Testing of AI and Animation in CRYSIS 2" /&gt;
&lt;p&gt;In this masterclass with Will Wilson, Senior Programmer at Crytek, you'll learn about automatic distributed testing and how it can help AAA titles withstand large development teams without collapsing under the weight of bugs!  In particular, you'll hear about a system that was pioneered on CRYSIS 2 to help test the AI, gameplay and animation after every check in.  You'll also hear Will share how this system is currently being used at Crytek on other projects, with 100s of consoles validating every move the team makes.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/interview/automatic-testing-in-crysis-2/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/nsfkuWHF2bU" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/interview/automatic-testing-in-crysis-2/</feedburner:origLink></item>
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		<title>Understanding the Second-Generation of Behavior Trees – #AltDevConf</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/H5jaKpZeUTY/</link>
		<pubDate>Wed, 21 Mar 2012 09:16:18 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/tutorial/second-generation-behavior-trees/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2012/02/TwistedTree-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Understanding the Second-Generation of Behavior Trees – #AltDevConf" title="Understanding the Second-Generation of Behavior Trees – #AltDevConf" /&gt;
&lt;p&gt;This tutorial, given as a presentation at &lt;a href="http://altdevconf.com/"&gt;#AltDevConf&lt;/a&gt; 2012, 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 second-generation behavior trees as they are currently used in games &amp;mdash; and what challenges and opportunities this presents for your game's AI and scripting system.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/tutorial/second-generation-behavior-trees/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/H5jaKpZeUTY" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/tutorial/second-generation-behavior-trees/</feedburner:origLink></item>
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		<title>SPACE MARINE: From Squad AI to Efficient Tactical Reasoning</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/IiZ4VVyYmxo/</link>
		<pubDate>Wed, 14 Mar 2012 16:41:28 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/interview/session-space-marine/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2011/11/SpaceMarine.medium-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="SPACE MARINE: From Squad AI to Efficient Tactical Reasoning" title="SPACE MARINE: From Squad AI to Efficient Tactical Reasoning" /&gt;
&lt;p&gt;In this interview with Jesse Cluff, Senior AI Programmer at Relic Entertainment, you'll find out about the AI in the recent AAA-hit SPACE MARINE.  In particular, you'll hear about the underlying behavior trees that power the enemies, and how they were coordinated into squads.  Jesse will also share details about the tactical reasoning and cover pre-calculations.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/interview/session-space-marine/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/IiZ4VVyYmxo" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/interview/session-space-marine/</feedburner:origLink></item>
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		<title>Writing Hardware-Optimized Gameplay Code on Xbox 360 &amp; PS3</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/HuUkrkF91tc/</link>
		<pubDate>Tue, 21 Feb 2012 16:24:45 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/masterclass/console-optimizations/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2011/11/ps3-vs-xbox360-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Writing Hardware-Optimized Gameplay Code on Xbox 360 &amp;amp; PS3" title="Writing Hardware-Optimized Gameplay Code on Xbox 360 &amp;amp; PS3" /&gt;
&lt;p&gt;As the end of this console generation approaches, it is becoming increasingly important to wring every last bit of performance out of available hardware.  This masterclass with resident experts Philip Dunstan (formerly EA) and Matthew Jack (ex-Crytek) lifts the lid on the processing hardware of the Xbox 360 and PS3 and discusses the specific performance challenges faced when targeting these machines.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/masterclass/console-optimizations/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/HuUkrkF91tc" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/masterclass/console-optimizations/</feedburner:origLink></item>
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		<title>Behavior Tree Starter Kit Source Release</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/DVPnXCB-_Qc/</link>
		<pubDate>Sun, 12 Feb 2012 19:22:18 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/ultimate/release/behavior-tree-starter-kit-source-release/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; ULTIMATE members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2012/02/TwistedTree-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Behavior Tree Starter Kit Source Release" title="Behavior Tree Starter Kit Source Release" /&gt;
&lt;p&gt;Hopefully you caught Alex's &lt;a href="http://aigamedev.com/broadcasts/session-second-generation-bt/"&gt;Understanding the Second Generation of Behavior Trees&lt;/a&gt;, simulcast live as an AiGameDev.com broadcast and an &lt;a href="http://www.altdevconf.org/"&gt;AltDevConf&lt;/a&gt; presentation. During the broadcast Alex announced that the Behavior Tree Starter Kit would be free to AiGameDev.com ULTIMATE members. Here is that release.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/ultimate/release/behavior-tree-starter-kit-source-release/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/DVPnXCB-_Qc" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/ultimate/release/behavior-tree-starter-kit-source-release/</feedburner:origLink></item>
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		<title>How to Avoid Common Performance Pitfalls When Programming Gameplay and AI</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/EainBUfSJy0/</link>
		<pubDate>Wed, 25 Jan 2012 20:23:27 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/masterclass/performance-pitfalls/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2011/11/Performance.medium-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="How to Avoid Common Performance Pitfalls When Programming Gameplay and AI" title="How to Avoid Common Performance Pitfalls When Programming Gameplay and AI" /&gt;
&lt;p&gt;Gone are the days of games with small level maps and a handful of NPCs. As games become more complex the requirements placed on the AI systems also grows significantly larger. Furthermore, AI techniques are increasingly being used in many other parts of the game engine, and the high levels of indirection that are common in AI code can be notoriously difficult to optimize.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/masterclass/performance-pitfalls/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/EainBUfSJy0" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/masterclass/performance-pitfalls/</feedburner:origLink></item>
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		<title>Jail Tag Demo Source Release</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/rNtLTZQga_8/</link>
		<pubDate>Fri, 13 Jan 2012 16:00:19 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/ultimate/access/jail-tag-sdk/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; ULTIMATE members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2012/01/JailTag4-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Jail Tag Demo Source Release" title="Jail Tag Demo Source Release" /&gt;
Today we are pleased to release to our Ultimate members the second of the AiGameDev.com demo source releases. We showed off this AI demo during October and November in our tutorial on Effective Cover Selection Design using Interactive Editing and in our masterclass on Sneaking Around &amp; Selecting Cover using Tactical Pathfinding.&lt;p&gt;&lt;a href='http://aigamedev.com/ultimate/access/jail-tag-sdk/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/rNtLTZQga_8" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/ultimate/access/jail-tag-sdk/</feedburner:origLink></item>
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		<title>Combat Bots in SECTION 8: PREJUDICE and Utility-Based Tactics</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/Rl7BdOkeJKo/</link>
		<pubDate>Mon, 09 Jan 2012 16:49:57 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/interview/section8-prejudice/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2011/09/Section8Prejudice.medium-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Combat Bots in SECTION 8: PREJUDICE and Utility-Based Tactics" title="Combat Bots in SECTION 8: PREJUDICE and Utility-Based Tactics" /&gt;
&lt;p&gt;SECTION 8: PREJUDICE is an exciting and fast-pace FPS, with a strategic twist given the history of TimeGate Studios. The bots in the game are some of the most adaptive and challenging shipped in a game this year! In this interview with Denis Papp (CTO), you'll find out everything about the AI in the game, from their low-level utility-based behaviors to the high-level strategy.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/interview/section8-prejudice/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/Rl7BdOkeJKo" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/interview/section8-prejudice/</feedburner:origLink></item>
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		<title>Rushing Bases Demo Source Release</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/82oUICfFI-M/</link>
		<pubDate>Thu, 15 Dec 2011 17:35:51 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/ultimate/release/rushing-bases-sdk/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; ULTIMATE members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2011/12/000004_selected-290x150.png" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Rushing Bases Demo Source Release" title="Rushing Bases Demo Source Release" /&gt;
Today we are releasing the source code for the Rushing Bases Demo that we released in October to our Ultimate members. Featured in the Visualization of AI and Gameplay: 5 Useful Examples in Practice video and  the How to Build Chase &amp;amp; Evade Behaviors with Emergent Gameplay masterclasses, Rushing Bases explores evasion and interception behaviors in an interactive game of AI vs AI, with full debug visualization.&lt;p&gt;&lt;a href='http://aigamedev.com/ultimate/release/rushing-bases-sdk/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/82oUICfFI-M" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/ultimate/release/rushing-bases-sdk/</feedburner:origLink></item>
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		<title>Indie Racing AI in THUNDERWHEELS and Physics-based Vehicle Control</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/C14bjX-5FVA/</link>
		<pubDate>Wed, 14 Dec 2011 13:17:20 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/interview/physics-based-vehicle-control/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/imported/ThunderWheels.medium-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Indie Racing AI in THUNDERWHEELS and Physics-based Vehicle Control" title="Indie Racing AI in THUNDERWHEELS and Physics-based Vehicle Control" /&gt;
Building racing AI is generally difficult, but when the vehicles are physically simulated and the tracks go off-road things are particularly challenging.  In this beginner-level interview with Luis Javier Fornero, you'll learn the basics of racing AI using the indie game THUNDERWHEELS as an example.  You'll see how the track editor is used to create AI annotations, how that ties into runtime control of the vehicle, and more!&lt;p&gt;&lt;a href='http://aigamedev.com/premium/interview/physics-based-vehicle-control/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/C14bjX-5FVA" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/interview/physics-based-vehicle-control/</feedburner:origLink></item>
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		<title>Level of Difficulty in CALL OF DUTY: MODERN WARFARE's Sniper Mission</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/OrBJeqC3WaY/</link>
		<pubDate>Fri, 02 Dec 2011 15:32:26 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/premium/tutorial/difficulty-levels/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; PREMIUM members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/imported/COD4_SniperHiding.medium-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Level of Difficulty in CALL OF DUTY: MODERN WARFARE&amp;#039;s Sniper Mission" title="Level of Difficulty in CALL OF DUTY: MODERN WARFARE&amp;#039;s Sniper Mission" /&gt;
&lt;p&gt;Balancing a game is a tricky process that involves many different systems, including enemy NPCs.  Getting it right for players of different skill levels even more so!  The sniper mission &amp;ldquo;All Ghillied Up&amp;rdquo; is one of the most famous and memorable of in MODERN WARFARE , and does a great job of illustrating how to handle difficulty levels.  The mission includes a combination of linear sections with specifically spawned enemies, as well as open sandbox areas with difficulty adjusted enemies.&lt;/p&gt;

&lt;p&gt;In this tutorial, you'll find out exactly how the enemy AI was configured and spawned in detail by going through the scripts as well as the gameplay on this mission.  In fact, you'll see the whole toolbox of tricks that Infinity Ward applied to adjust the gameplay to different players skills.  You'll also learn how the difficulty was dynamically adapted in various sections of the mission, and how this helped pace the gameplay.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/premium/tutorial/difficulty-levels/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/OrBJeqC3WaY" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/premium/tutorial/difficulty-levels/</feedburner:origLink></item>
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		<title>Jail Tag: Stealth Behaviors with Cover Selection and Tactical Pathfinding</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/bYPakN0950o/</link>
		<pubDate>Tue, 15 Nov 2011 19:09:56 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/ultimate/release/jail-tag-demo/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; ULTIMATE members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2011/11/JailTag000-290x150.jpg" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Jail Tag: Stealth Behaviors with Cover Selection and Tactical Pathfinding" title="Jail Tag: Stealth Behaviors with Cover Selection and Tactical Pathfinding" /&gt;
Jail Tag is our latest AI demo built using the AI Sandbox prototyping environment. We've talked about it's development in our short tutorial on Effective Cover Selection Design using Interactive Editing and in our masterclass Sneaking Around &amp; Selecting Cover using Tactical Pathfinding. Now you can try it out yourself. 
&lt;p&gt;&lt;a href='http://aigamedev.com/ultimate/release/jail-tag-demo/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/bYPakN0950o" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/ultimate/release/jail-tag-demo/</feedburner:origLink></item>
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		<title>Enabling Playable Social Models and PROM WEEK</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/LFMmQ2DNZKo/</link>
		<pubDate>Mon, 14 Nov 2011 14:44:36 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/ultimate/presentation/playable-social-models/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; ULTIMATE members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2011/11/PromWeek-290x150.png" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Enabling Playable Social Models and PROM WEEK" title="Enabling Playable Social Models and PROM WEEK" /&gt;
&lt;p&gt;PROM WEEK is an innovative AI-based social game developed by Expressive Intelligence studio and Michael Mateas, creator of Facade. The game features groundbreaking gameplay with puzzles based on emotions and traits of characters preparing for a high-school prom.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/ultimate/presentation/playable-social-models/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/LFMmQ2DNZKo" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/ultimate/presentation/playable-social-models/</feedburner:origLink></item>
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		<title>Applying Reactive Planning Idioms to Behavior Trees</title>
		<link>http://feeds.aigamedev.com/~r/AiGameDevPremium/~3/RTZvOfXPrbk/</link>
		<pubDate>Mon, 31 Oct 2011 13:37:59 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
		<guid isPermaLink="false">http://aigamedev.com/ultimate/presentation/reactive-planning/</guid><description>&lt;p&gt;&lt;small&gt;(This feature was published for &lt;a href="http://aigamedev.com"&gt;AiGameDev.com&lt;/a&gt; ULTIMATE members, available by subscription.&lt;/small&gt;)&lt;/p&gt;&lt;img width="290" height="150" src="http://AIGAMEDEV.COM/wp-content/blogs.dir/5/files/2011/10/StarcraftMarines.medium-290x150.png" style="float: left; margin: 0 1em 1em 0;" align="left" hspace="32" alt="Applying Reactive Planning Idioms to Behavior Trees" title="Applying Reactive Planning Idioms to Behavior Trees" /&gt;
&lt;p&gt;ABL, the language used to create Façade, has many idioms that can help reduce the complexity of BTs and help them deal with inter-agent communication. At the Paris Game/AI Conf. 2011, Ben Weber showed how ABL idioms helped build the EIS Starcraft Bot from micro-level unit control to macro-level strategy.  Whether or not you're building RTS AI, you'll see how these techniques can help improve your behavior trees by adding new patterns into your toolbox.&lt;/p&gt;&lt;p&gt;&lt;a href='http://aigamedev.com/ultimate/presentation/reactive-planning/'&gt;&amp;raquo; Click here to watch online&lt;/a&gt;.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/AiGameDevPremium/~4/RTZvOfXPrbk" height="1" width="1"/&gt;</description><feedburner:origLink>http://aigamedev.com/ultimate/presentation/reactive-planning/</feedburner:origLink></item>
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