Featured Highlights

Course Unit 2 - Last Chance to Enroll
Open Access December 18th, 2015

Course Unit 2 - Last Chance to Enroll

In this course unit we're looking at authoring, data-driven systems, and generative algebra. In this time's lab you can try crafting procedual terrain à la MINECRAFT Remember: You only have two weeks left to enroll for free!

nucl.ai Conference 2015 Slides (Main Amphitheatre Talks)
Premium Coverage July 31st, 2015

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.

Latest Articles

Open News November 15th, 2015

Game AI Course Unit 1

Game AI Course Unit 1

In unit 1 of our new course you'll learn about agent architecture, information flow, and controll flow. If you're up for the programming track you can build a simple chatbot in HAL9000 style.

Open News October 25th, 2015

Our New Course on Game AI

Our New Course on Game AI

After many weeks of preparation our new course on Principles of Modern Game AI went live last month. It's a 12-unit online course that digs into the application of Artificial Intelligence to Games — focusing on core techniques, essential skills and principles transferable from one domain to another.

Premium Interview July 11th, 2015

Evolve: Building PvP Artificial Intelligence for ...

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 ...

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...

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.


Weekend Features

Planning for the FALL OF CYBERTRON: AI in TRANSFORMERS
Plus Interview February 6th, 2016

Planning for the FALL OF CYBERTRON: AI in TRANSFORMERS

Planners are one of the most important fields of classical AI, yet only a few games manage to leverage their capabilities. This exclusive interview about the planning technology in the AAA title FALL OF CYBERTRON with Troy Humphreys from High Moon studio, outline the progression from HFSM over GOAP to current state of the art HTN at High Moon studios. Learn about all the details of its implementation and ...

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