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Ben Weber's Blog

 

Ecommerce Marketing Analyst at Sony Online Entertainment. Studied game AI and machine learning at UC Santa Cruz.

 

Member Blogs

Posted by Ben Weber on Sat, 28 Dec 2013 02:17:00 EST in Design, Programming, Console/PC, Social/Online
An introduction to adding telemetry to a game.


Posted by Ben Weber on Thu, 08 Mar 2012 06:07:00 EST in Programming, Console/PC
A comparison of behavior trees and the ABL planning language.


Posted by Ben Weber on Thu, 01 Dec 2011 02:24:00 EST in Design, Social/Online
An overview of how recording and analyzing player behavior can be incorporated in the game design process.


Posted by Ben Weber on Thu, 05 May 2011 08:26:00 EDT in Programming, Console/PC
Higher APM does not always lead to more wins in StarCraft: Brood War.


Posted by Ben Weber on Fri, 04 Feb 2011 09:59:00 EST in Programming
A reflection upon the AIIDE 2010 StarCraft AI Competition and discussion of what future competitions could provide the game industry.


Posted by Ben Weber on Mon, 31 Jan 2011 04:00:00 EST in Design
A look back at the past 48 hours in which I participated in the Global Game Jam.



Ben Weber's Comments

Comment In: [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 ...

Comment In: [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 ...

Comment In: [News - 07/27/2011 - 06:08]

I had the same question. ...

I had the same question. From the research papers I can find, it seems that a lot of their previous work has focused on demographic and social analysis of players. I'm not sure how identifying these aspects post release will help developers increase player retention, or enhance user experience.

Comment In: [Blog - 05/09/2011 - 12:18]

Cool infographic, but I have ...

Cool infographic, but I have a question about the numbers. How is it that 6 5,989 of players were able to receive the achievement for 100,000 kills, while only 5 4,465 got the achievement for 10,000 kills EDIT: Sorry, did not realize the achievements were from different titles. Still I ...

Comment In: [Blog - 05/05/2011 - 08:26]

The argument that bot APM ...

The argument that bot APM needs to be limited to provide a fair challenge is theoretical, because humans are still much better than bots. I am claiming that increasing APM is effective only to a certain point. The APM spike resulted from ordering a large number of units to a ...

Comment In: [Blog - 03/09/2011 - 02:11]

One of the main questions ...

One of the main questions here is how much of the agency of storytelling can be preserved while merging two genres. RPGs provide the player with an open world environment in which the story progresses as the player explores more of the world. While in a tower defense game, the ...