Artificial Intelligence from Theory to Fun!

Welcome…

This site is an educational resource on applying artificial intelligence (AI) within video games. It is dedicated to providing professional standard, interactive learning experiences to its visitors. The target audience consists of programmers with some knowledge in high-level languages and development tools — although novice readers may find sections to suit their abilities.

[Note]Note

If you own the book AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors, you can find the files that go with the book right here. Have the book ready as you may be asked for confirmation of purchase.

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There is new material constantly the pipeline. If you would like to stay up-to-date with the latest events here at AiGameDev.com, you can sign up to the mailing list. You'll also get previews of new content as well as exclusive material.

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Site Format

This site hosts a variety of material including introductory articles, overviews of established techniques in game AI, explanations of cutting edge AI technology from beginner to advanced levels. My focus is on presenting material with a practical basis, emphasizing the applicability of the technology. That said, the theory is not neglected, as a certain understanding is an essential skill in AI development.

The standard format for each topic is a week long seminar, complete with code examples, quizzes and exercises — though day-tutorials are available as well as fully blown courses. Of course, you are free to complete these at your own pace as the material is always available online.

Learning to avoid obstacles using a neural network and 5 distance sensors.

The Material

All the content of this site available "freely" — both with freedom and at no cost. It is distributed under a Creative Commons License that allows non-commercial use only. You can even create derivative works under the same license, as long as you acknowledge me and this site in the modified version. For more details, see Appendix A, License Details.

Many of the demos available here are written within a project called FEAR, which stands for Flexible Embodied Animat 'Rchitecture. This is a framework for creating brains (aka. control systems) in synthetic creatures. FEAR has the educational property of separating the AI from the rest of the game engine. C++ programs can then be created by the programmer and given consice interfaces to control in game characters. Id Software's Quake 2 provides an ideal 3D environment to test different ideas.[1]

Predicting enemy movement using forward physical integration of the velocity.

About the Author

Hi! I'm developer Alex J. Champandard. You might remember me from self-help videos such as "What to do when your bot defeats your producer," and "Can AI really make designers obselete?"

On a serious note, I wrote the book AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors published by New Riders. I'm the lead developer of FEAR, an open source game AI framework for creating synthetic creatures. I have two degrees, a Bachelor of Engineering in Computer Science and a Master of Science by Research in Artificial Intelligence. Having worked in the U.K. games industry for a while, I'm currently Senior AI Programmer in a European studio, Rockstar Vienna.




[1] Quake 2's source code is available under an open source license and the game data from the free demo is sufficient to develop AI.