Featured Highlights

Beard Stroking: Why Realistic Graphics and DX12 Are Great for AI
Open Editorial May 20th, 2015

Beard Stroking: Why Realistic Graphics and DX12 Are Great for AI

It's become a cliche among the gameplay & AI programmers to joke about the futility of graphical improvements towards hyper-realism. To help paint a more complete picture — knowing how seriously such musing can be taken for an audience missing the context — this post outlines some of the major reasons why improvements in graphics are a tremendous thing for AI.

Evolve: Building PvP Artificial Intelligence for Hunters and Monsters
Premium Interview July 11th, 2015

Evolve: Building PvP Artificial Intelligence for Hunters and Monsters

Building PvP AI for bots is surprisingly different from building PvE enemies. In this interview with Troy Humphreys, you'll hear about some of the underlying technology behind Turtle Rock's competitive shooter, including the navigation mesh that supports monsters and traversal logic. You'll also hear Troy share design insights from development, including the creation of behavior trees.

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Premium Coverage July 31st, 2015

nucl.ai Conference 2015 Slides (Main Amphitheatre ...

nucl.ai Conference 2015 Slides (Main Amphitheatre Talks)

Download most of the slides from the nucl.ai Conference 2015, as PDF format — including all the main amphitheatre talks over three days. These are available for ULTIMATE members, and as a time-limited bonus for PREMIUM members.

Premium Interview June 12th, 2015

Dying Light's Zombies and HTN Planning in Open ...

Dying Light's Zombies and HTN Planning in Open Worlds

Building open-world AI that scales from large numbers of simple zombies to more intelligent bosses is an interesting challenge! This interview with Maciej Kurowski from Techland, covers the Hierarchical Task Network behind the game's AI. In particular, how it's connected to the sensory system, the networking of plans, why in-place ...

Insider Newsletter April 22nd, 2015

Group Steering & Crowds Broadcasts, Early Bird ...

Group Steering & Crowds Broadcasts, Early Bird Sale for nucl.ai

Upcoming broadcasts about group steering and crowd simulation, last chance for Early Bird tickets at nucl.ai and Neural Network libraries...

Open Article April 16th, 2015

Paper Bot: Automated Highlights from a Database of ...

Paper Bot: Automated Highlights from a Database of 474 Papers

The @AiGameDev Twitter bot automatically posts interesting highlights from research papers gathered from recent CIG and AIIDE conferences. It uses some simple image-based techniques to find things to post, powered by Python and libraries such as scikit-image and scipy. Find out how it was done and look at some examples...

Insider Newsletter March 11th, 2015

Machine Learning Buzz, nucl.ai and Call for ...

Machine Learning Buzz, nucl.ai and Call for Speakers

It's been a very fast pace start to 2015! The fact the last newsletter was written months ago without us realising is a sign of this. First, we announced the Game/AI Conference 2015, then there was an academic seminar at Dagstuhl in Germany, and finally GDC took place last week.

Open Editorial December 31st, 2014

Games of the Year: The 2014 AiGameDev.com Awards ...

Games of the Year: The 2014 AiGameDev.com Awards for Game AI

Every year AiGameDev.com hosts the Awards for Game AI, shining the spotlight on the best releases of the past twelve months. There are six different awards, ranging from technology to design and of course overall game of the year.