Ben Weber's Blog
Ecommerce Analyst at Sony Online Entertainment. Studied game AI and machine learning at UC Santa Cruz.
An introduction to adding telemetry to a game.
A comparison of behavior trees and the ABL planning language.
An overview of how recording and analyzing player behavior can be incorporated in the game design process.
Higher APM does not always lead to more wins in StarCraft: Brood War.
A reflection upon the AIIDE 2010 StarCraft AI Competition and discussion of what future competitions could provide the game industry.
A look back at the past 48 hours in which I participated in the Global Game Jam.
Ben Weber's Comments
[Blog - 07/29/2014 - 12:54]
Nice post. I would say ...
Nice post. I would say the 90 rule is way off, especially if the analyst role is not embedded on the development team. r n r nAnother area sometimes overlooked when setting up telemetry is planned use of data . There s often a focus on collecting as much data ...
[Blog - 07/17/2014 - 09:35]
Once again, great article on ...
Once again, great article on getting into the details of BTs. Looking forward to part two with parallel nodes and mixed strategic/tactical decision making. Here 's a blog post I wrote on Gamasutra comparing BTs to reactive planning: r n r nhttp://gamasutra.com/blogs/BenWeber/20120308/165151/ABL versus Behavior Trees.php
[Blog - 07/07/2014 - 08:48]
How long after launch do ...
How long after launch do games start to fit the Weibull distribution It 'd be interesting to see how the fit changes over time for a particular title.
[Blog - 05/22/2014 - 12:34]
One of the biggest issues ...
One of the biggest issues in meeting the demand for data scientists in games is a lack of data sets that students can use for building the necessary expertise. Sure, you can write a script to pull data from a web site such as the Steam Gauge tool, and even ...
[Blog - 12/28/2013 - 02:17]
The cause of death is ...
The cause of death is definitely tied to the properties of the generator and playing a few levels will show how overwhelming enemy placement is in the system. r n r nThe system has a single value for representing difficulty that influences how frequently enemies are placed, the size of ...
[News - 08/18/2011 - 04:27]
There was a post a ...
There was a post a couple of months ago on this topic, with more of a focus on high-level reasoning tasks: gamasutra.com/blogs/EvanJones/20110529/7698/Why Is Starcraft So Hard.php RTS games are interesting for AI research because they are cognitively complex for humans, and require a broad range of reasoning capabilities. I agree ...