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When you use traditional terrain generation algorithms, the results you get are mostly lifeless. Throwing in a few chicken here and there helps, but it doesn't give you that fascinating world to explore with its own history where everything you see has a reason. DWARF FORTRESS gets around this issue and brings its worlds to life via ... Have you heard about Vienna? The capitol of Austria and former grand capital of the Austro-Hungarian empire? Rated one of the cities with the highest quality of life in the world?
Behavior trees are an increasingly common way to implement decision making and control systems for game NPCs. As more studios use them, a diversity of design patterns and implementation techniques is appearing. Sometimes it can become rather difficult to draw the line between other techniques; to what extent is this AI a behavior tree? In an interview late last year with Christian Gyrling, AI & Animation Programmer on UNCHARTED 2, he explained the approach that Naughty Dog uses to implement its combat AI. Their approach draws ideas or resembles utility systems, heuristic planners, or motivational graphs. In this article, you'll find the transcript from the UNCHARTED 2 interview (now available here for a limited time), some follow-up question that Christian was kind enough to answer by email, and my analysis.