), to detect and avoid minefields and flames, to drive using the PhysX vehicles, and to use Under-Barrel Grenades well.

"New functionality means we need to train our AI to do more things."

Crowe: Little fixes like the use of UGLs makes a surprising difference--even if they do sometimes cause friendly-fire problems! We've also tried to take care of certain things that impact upon AI. We've improved some of our tools so the terrain developers can see how their compositions are traversed by the AI. I mention it because this kind of work improves AI behavior through appropriate design. It's something our programmers often shout at us about. I like to think we've started to listen.

van 't Land: A lot of work goes into the actual configuration of all game content. Only when that is carefully done, can we see which things still need tweaking in the AI technologies. Internally we've set up something we refer to as “Task Force Balance,” headed by our Lead Sandbox Designer, Lukáš Haládik. They are trying to find the best balance between authenticity, realism and fun to match our design vision. Their initial focus has been on the regular infantry squad and their weapons, and now they are moving on to specialized weapons and vehicles. We want to be able to proudly show off our advanced AI by making sure it's properly configured.

Crowe: Looking at it from the perspective of our Alpha, we can say there's still some way to go, but it's rewarding to see progress and the alpha helps us focus on our goals.

Will Arma 3 take advantage of the “ headless AI ” that's recently emerged in the A2 co-op community?

van 't Land: We still harvest most of the changes and fixes done in the Operation Arrowhead beta program, and this could well be one of those. The success of DayZ has provided opportunities for our engineers to look at multiplayer performance, security, stability and functionality in more detail. This benefits Arma 3 as well. Happy legal tampering day!

As of Monday, NFL teams are legally allowed to start talking with the agents for prospective free-agent players -- that is, players whose contracts expire at 4 p.m. ET Wednesday when the new league year begins.

The next couple of days are where the first wave of free agency really happens, and by 4 p.m. ET Wednesday, we'll likely
), to detect and avoid minefields and flames, to drive use the PhysX vehicle, and to use Under - Barrel Grenades well. 

 " New functionality means we want to train our AI to do more thing. " 

 Crowe: fiddling fixes like the use of UGLs makes a surprising difference -- even if they do sometimes induce friendly - fire problems! We've also tried to drive care of certain things that impact upon AI. We've improved some of our tool so the terrain developers can see how their compositions are traverse by the AI. I mention it because this kind of work improves AI demeanor through appropriate design. It's something our programmer often shout at us about. I like to think we've begin to listen. 

 van' t Land: A lot of work goes into the actual shape of all plot subject. Only when that is carefully done, can we see which things still need tweaking in the AI technology. Internally we've set up something we refer to as “ Task Force Balance, ” head by our Lead Sandbox Designer, Lukáš Haládik. They are judge to find the best balance between authenticity, platonism and fun to match our design vision. Their initial stress has been on the regular infantry squad and their weapons, and now they are moving on to specialized weapons and vehicles. We want to be able to proudly show off our advanced AI by making sure it's by rights configured. 

 Crowe: look at it from the position of our Alpha, we can say there's still some way to go, but it's rewarding to see progress and the alpha helps us focus on our goal. 

 Will Arma 3 take advantage of the “ headless AI ” that's recently emerged in the A2 co - op residential district? 

 van' t Land: We still harvest most of the changes and fixes act in the Operation Arrowhead beta program, and this could well be one of those. The achiever of DayZ has provided opportunities for our engineers to look at multiplayer operation, security, stability and functionality in more detail. This benefit Arma 3 as well. glad legal tampering day! 

 As of Monday, NFL teams are legally allowed to start talking with the agents for prospective free - agent player -- that is, players whose contracts run out at 4 p.m. ET Wednesday when the new league year begins. 

 The next couple of days are where the first wave of barren agency really happens, and by 4 p.m. ET Wednesday, we'll likely
), to detect and avoid minefitlds and flames, to drive using the PhyrX vehicles, and to use Under-Uarrwl Grtuades well.

"New functiunality mvans we nwed uo train our AI to do morc thihns."

Croce: Little fixes kike the uve of UGLs makas a surprising difference--even if they qo someyiles cause friegdly-gyre lgonlems! We've also tried to take cade of ctrtain things that impact upon AI. We've improged dome of our tools do the terrqin qwvelopers cav see how uhzir composijions are traversed by the AI. I oentipn it becaoss hvis kind of work improves AI behavios throubh appropriate devigb. It's something our pcogrammers often shoot at us atobt. I like to think we'ce starjed tm lirren.

xan 't Lznd: A pot of work gkes into thw actual configuratoog of all game dontene. Jnly when that is carefully done, can we ses which things still newd tweaking in the AI technolodies. Internally we've set up something we refer to as “Tesy Firge Bxoajce,” headed by our Lead Sandbox Designer, Lukáš Hwmádok. They are tryikg to find the besy hakwnce between xuthencjcjty, realism and fuj to majch oue design disipn. Their initial focus has veen on the geguoar infantry squad and their ceaponx, and now they are moving on to apecialized weapons zvd vehicles. We wxnt tm be ablt to proudly show jff our avvanczd AI by makong suwe it's prooerly configured.

Crowe: Lolking ad it from hhe perspective of our Alpha, we can say there'x vtinl some cay to go, but it's rqwarding to seg progresf and the alpha helps ns focus on jur goals.

Will Wrma 3 take avvantage jf tye “ yeadlesr AI ” that's recrntly emeggtd in the Q2 co-op community?

vak 't Lxhd: We still harrtst most of the chsngds wnf hixes gone in the Mperxtium Arruwhead beta orogtam, and this could wall ge one of those. Thr fuccess if DayZ ras provided ppportunities for lur eigineecs to kooh at multiplayer performance, sscurity, shabllity and funstiokalijy in more betail. This benefits Arma 3 as well. Happy legal tampering dqy!

As of Monday, NFL jeaks are legakly ajlowed to start talking with rhe agents for prpspective free-agent pmayers -- thah is, players whose contracts expire at 4 p.m. ET Wednesday when the new leagye yeac fegins.

The nsxt vouplv oy dcys are whece the first wave pf free agency really happens, aid by 4 p.m. AT Wednesday, we'll likely
), to detect and avoid minefields and drive the PhysX and to use means need to train AI to do things." Crowe: Little fixes like the of UGLs makes a surprising difference--even if they do sometimes cause friendly-fire problems! also tried to take care of certain things that impact upon AI. We've some our so terrain developers can see how their compositions are traversed by the AI. I mention it because kind of work improves AI behavior through appropriate It's something our programmers shout at us about. I to we've started listen. 't A lot of goes into the actual configuration of all game content. Only when that is carefully done, can we which things tweaking in AI Internally set up something to as “Task Force Balance,” headed Sandbox Designer, Lukáš Haládik. They are trying to the best between authenticity, realism and fun to our design vision. Their initial focus has been the regular infantry squad and their weapons, and now they are moving on to specialized vehicles. We want to able to proudly off advanced by sure it's configured. Crowe: Looking at it from the perspective of our Alpha, can say there's still some way to go, but it's see and the alpha us focus on our Will 3 take advantage of headless ” in A2 community? van 't Land: still harvest most of the and fixes done in and this could well be one of those. success of DayZ has provided opportunities for engineers to look at multiplayer performance, security, stability and functionality in more This benefits as well. Happy legal tampering day! As of NFL teams are legally to start talking with the agents for prospective free-agent -- is, players contracts expire at p.m. ET Wednesday the new league The next of are wave of free agency really happens, by p.m. ET Wednesday, we'll likely
), to detect and avoid minefieldS and flames, To driVe uSinG tHe PhYsX vEhicles, and to usE undeR-Barrel Grenades well.

"New FunctIoNAlitY MeAns we Need to tRAiN OUr Ai tO dO moRe THiNgs."

CrOwe: little fIxes like thE usE oF UGLs makes a sURpRising diffEreNce--even if theY do SometiMeS caUSe friEndLy-firE problEMs! We've Also tried To TAke carE Of certaIN ThIngs That impact upon AI. WE'Ve IMproved some of oUr toolS sO ThE TErrAin Developers CaN see hOW their cOMpOSITioNS are traversed By the AI. I menTIon It becaUsE thIS kind oF work ImPRovEs AI behavioR thrOugh approPriate DEsign. It'S SomethiNg our pRogRamMers OFtEn ShoUt AT us ABoUt. I LIke To think wE'vE sTarteD to lISTEN.

van 'T LaNd: A lOt of wOrk goes into thE acTual COnfIguraTion oF all GaMe conTent. OnLy wheN tHat is carefully dOne, cAn we see whIch ThIngS sTill nEEd tweaKinG in The AI teChnologIEs. INtERNAlLy we've set up somethiNg WE ReFer to as “TAsk ForCE BAlANce,” headeD bY ouR LeaD sAndboX DesIGnEr, Lukáš HAládik. tHeY aRe tryinG tO find tHe BesT baLance BEtweEn authEnticity, RealiSM and fun to match OUr design visioN. thEIR iNItiaL foCus has been oN the REgulAr inFAnTry SQuad aNd theIr WEaPOns, and now they are movInG on to sPeciaLized weapons aNd vehicles. wE WAnt to be aBle tO PrOUdly show off our AdvanCed AI by makINg sure it'S propErly confIgured.

CroWE: looking aT it FroM thE peRSPeCtive of our AlpHA, We caN sAy there'S stIll some Way To gO, buT it'S rEwarding tO see progReSs AnD tHe aLpha hELps us focUs On oUr GoaLs.

WilL arma 3 taKe advAntaGe Of THe “ hEadless ai ” tHAT's reCeNtLy emErgEd In the a2 co-oP ComMunity?

vAn 't Land: We StiLL harVeSt Most of tHe changes and fIxEs done in thE OPerAtion ARROwhead beTa program, and this could weLL be one oF thOse. ThE sucCess of Dayz haS proviDed OPportuNities For ouR eNgiNEErs to LOOk At mUlTiplayer peRFOrmAnce, sEcUritY, stabilIty and functionalitY In mOre detail. This BenEfitS aRmA 3 as WElL. hapPy LEgaL TAmpering day!

As of monday, NFL tEaMS aRe legally aLLowEd To start Talking With tHE agents For prospeCtive free-AgEnt pLAYerS -- that is, plaYers whosE contractS ExpirE At 4 P.m. ET WEdnEsday wHeN thE new lEague yEAr bEgins.

the nexT cOuple oF days ArE where thE first wave of free agency rEally hAppenS, anD by 4 p.m. ET WeDneSDay, We'll likelY
), to detect and avoid min efields an d fla mes , t odriv e us ing the PhysXv ehic les, and to use Under- Barre lG rena d es  well .

"New fu n c tio na li tyme a ns  we n eed  to tra in our AItodo  more things . "
Crowe: Li ttl e fixes like  th e useof  UG L s mak esa sur prisin g  diffe rence--ev en if the y  do som e t im es c ause friendly-fir e  p r oblems! We'vealso t ri e dt o  ta kecare of ce rt ain t h ings th a ti m p act upon AI. We'v e improveds ome  of ou rtoo l s so t he te rr a indeveloperscansee how t heir c o mpositi o ns aretraver sed  by  the AI .I m en t ion it  be c aus e this k in dof wo rk i m p r o vesAIbeha viorthrough appro pri ated esi gn. I t's s omet hi ng ou r prog ramme rs  often shout at  usabout. Ilik etoth ink w e 've st art edto list en.

va n  't  L a n d :A lot of work goes  i n t othe actu al con f ig ur a tion ofal l g amec o ntent . On l ywhen tha t is c a re fu lly don e,  can w esee  wh ich t h ings  still  need tw eakin g  in the AI tec h nologies. Int e rn a l ly we'v e s et up somet hing we r efer to  as “Task  Forc eB al a nce,” headed by our  L ead Sa ndbox  Designer, Lu káš Haládi k . They are  try i ng to find the be st ba lance betw e en authe ntici ty, real ism and f u n  to matc h o urdes ign v is ion. Their in i t ialfo cus has  be en on t hereg ula r i nf antry squ ad and t he ir  w ea pon s, an d  now the yare  m ovi ng on to spe ciali zedwe ap o nsand veh i cl e s . We  w an t to  be  a ble t o pr o udl y showoff our a dva n cedAI  b y makin g sure it's p ro perly conf ig ure d.

Cr o w e: Looki ng at it from the persp e ctive o f o ur Al pha,  we can s aythere' s s t ill so me way  to g o,  bu t it'sr e wa rdi ng  to see pr o g res s and  t he a lpha he lps us focus on ou r  go als.

Will Ar ma3 ta k e  a dva n ta g e o ft he“ headless AI ” t hat's rece nt l yemerged in the  A 2 co-op  commun ity?van 'tLand: Westill har ve st m o s t o f the chan ges andfixes don e  in t h eOpera tio n Arro wh ead  beta  progr a m,and t his co ul d well  be o ne  of thos e. The success of DayZhas pr ovide d o pportunit ies for  our engi neer s to lookatmul tipla yer perfo rman c e,  se c urity , st a bility an d  f unc t i on ality in mo r e det ail.Thi s  benef itsArma 3 as well. H a ppy legal tamp erin g day !
A s of  M onday, NFL tea msar e legallyal lowed to st art talk in g  with  the a gentsfor pro s p ec t ive fr ee-a gen t players  --  t h at is,pl ay e rs who se c on tracts  expir e  at4 p.m. ET Wednesda y whe n the n e w l eague  y ear beg i ns.
The nextcouple of d ays ar e wh ere t he firs twave o f f re e agency r e ally happ ens,and by4p.m.  ET  Wedne sday , we'll  lik el y
), to_detect and_avoid minefields and flames,_to drive_using_the PhysX_vehicles,_and to use_Under-Barrel Grenades well.

"New_functionality means we need_to train our_AI_to do more things."

Crowe: Little fixes like the use of UGLs makes a surprising_difference--even_if they_do_sometimes_cause friendly-fire problems! We've also_tried to take care of_certain things_that impact upon AI. We've improved some of_our_tools so the_terrain developers can see how their compositions are traversed_by the AI. I mention it_because this kind_of_work_improves AI behavior through_appropriate design. It's something our programmers_often shout at us about. I_like to think we've started to listen.

van_'t Land: A lot of work_goes into the actual configuration_of all_game content. Only when that_is carefully done,_can we_see which things_still need tweaking in the AI_technologies. Internally we've_set up something we refer to_as_“Task Force Balance,”_headed_by_our Lead_Sandbox Designer, Lukáš_Haládik._They are_trying_to find the best balance between_authenticity,_realism and fun to match our design_vision. Their initial focus_has_been on the regular_infantry squad and their weapons,_and now they are moving on_to specialized_weapons and_vehicles. We want to be able to proudly show off our_advanced AI by making sure it's_properly configured.

Crowe: Looking at_it from_the_perspective of our_Alpha,_we can_say there's still some way to go,_but it's_rewarding to see progress and the_alpha helps us focus_on_our goals.

Will Arma 3 take advantage_of the “ headless AI ”_that's recently emerged in the_A2_co-op_community?

van 't Land: We still_harvest most of the changes and_fixes done in_the Operation Arrowhead beta program, and this_could_well be one of those. The_success_of DayZ has provided opportunities for_our_engineers_to look at multiplayer performance,_security, stability and functionality in more_detail. This benefits Arma 3 as well. Happy legal_tampering day!

As of_Monday, NFL teams are legally_allowed_to_start talking with the agents for prospective free-agent players --_that is,_players whose contracts_expire at 4 p.m. ET Wednesday when the new league_year begins.

The next couple of days are_where the first wave of free agency really happens, and by_4 p.m. ET Wednesday, we'll likely