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Open CoverageMonte-Carlo Tree Search and the Dagstuhl Seminar
This week, the world's leading researchers in the field of Game AI have gathered in Schloss Dagstuhl in Germany, to consider future applications and what needs to be done to bring those ideas to life. Representatives from industry were in a minority, but that's why AiGameDev.com was there to balance things out!
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Open AccessAiGameDev.com Squad Coordinates Tactical Behavior at GDC
This week, the Game Developers Conference (GDC) 2012 is taking place in San Francisco, and we're proud to announce that the AiGameDev.com Squad is covering the event live and interactively. Read on for details and highlights from the first few days!
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Ultimate CoverageTurn-Based AI in GREED CORP from Neural Networks to Minimax
Turn-based games present a unique set of challenges for an AI, but also open up the door for new techniques that are too expensive in real-time games. GREED CORP's opponent decision-making in particular went through many iterations — with its AI ranging from neural networks to minimax, including hand crafted utility networks.
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Open CoverageParis Game/AI Conference '11: Highlights, Photos & Slides
The Paris Game/AI Conference 2011 that took place last month represented a turning point for the field of artificial intelligence in game development. While Game AI has traditionally been associated with non-player character behavior and occasionally opponent strategy, this was the first conference to showcase the newly found breadth of the field — from procedural generation to experience management, including data-mining and physics-based motion.
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Insider CoverageAI Summit '11: Slides, Notes, Takeway and Photos
This year, the GDC celebrated its 25th edition and as such, there were many presentations looking back at classic games as well as reflective sessions from familiar faces. Though the AI Summit was only in its third year it also had the same feeling to it. The line-up combined post-mortems, showcases and tutorials of established ideas and technologies, along with rants and dicussion panels from regular speakers. If anything, this gave the impression that the AI community settled into a "groove" — having little or no trouble solving design and engineering problems as they come up. For instance, the session on "Pathfinding is Not Yet a Solved Problem" showed three developers solve all the issues on their games in very convincing and reproducible ways.
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Open CoverageCoverage from AIIDE 2010: From Alibi Generation to Starcraft AI
One of the (few) perks of being a research student is attending conferences. There are many reasons to attend a conference: you get to travel to places you probably wouldn't otherwise visit, toss around ideas with other people who work in the same research area and get a glimpse into the state of the art approaches for problems you might not ever have considered.
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Open CoverageCIG '10: Computational Intelligence in Games 2010 Conference Report
Earlier this month, the IEEE Conference on Computational Intelligence in Games took place at the IT University in Copenhagen. Over 100 researchers from around the world showed up to present their very latest research. In between, there were inspiring keynotes from highly respected figures in the research community, with topics ranging from A-life and bottom-up aesthetics to top-down drama management. AiGameDev.com was there to cover the event, and I (Alex Champandard) gave a tutorial on the first day too.
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Open CoverageParis Game AI Conference '10: Highlights, Photos & Slides
Two years ago, I briefly met Jason Della Rocca in Paris and he was genuinely surprised that our inaugural Game AI Workshop '08 sold out to a whole fifty (50) people! I got a metaphorical pat on the back, and went back to work. Last year, our Game AI Conference '09 found its home at the CNAM, but we didn't have any fancy badges, no branding signs or posters, and one of our coffee breaks accidentally turned into a tea break *gasp*. Yet still almost two hundred developers (200) joined us in Paris over two days, and a community was born.
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Open CoverageAutonomous Drivers and Racing Skills in PURE with Eduardo Jiménez
The way you chose to model your game agents has a huge impact on their artificial intelligence. In fact, if you get a solid model in place, the solution to the main AI problem will become almost obvious! A perfect example is Black Rock Studio's acclaimed dirt-bike racer, PURE. The designers on the game wanted to avoid rubber band AI, but how do you do that in practice?
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Open CoverageHierarchical Task Networks for Mission Generation and Real-time Behavior
Certainly one of my biggest take aways from the Paris Game AI Conference 2009 was the rise of hierarchical task network (HTN) planning techniques for games. The potential is huge, from helping reduce behavior modelling overheads when creating purposeful behaviors and automatically generating large missions for the player to take part in, both these domains can benefit from HTN planners.
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