Coverage

GDC Lyon Research Sessions Redux (Part 3)

This is the third and final part of AiGameDev.com’s coverage of the research sessions relating to artificial intelligence at the GDC in Lyon. Be sure to read part 1 (about concurrent behaviors and Bayesian learning) and part 2 (about Embodied Communicational Agents).
This article in particular covers research into machine learning, and how it can […]

GDC Lyon Research Sessions Redux (Part 2)

This is the second article covering the research sessions at GDC 2007 in Lyon, specifically those relating to artificial intelligence in games. You can find part 1 here, and be sure to stay tuned for the final part 3 next week as part of the Thursday Theory on AiGameDev.com.
The theme for this post is […]

GDC Lyon Research Sessions Redux (Part 1)

Thursdays at AiGameDev.com is dedicated to the theory behind game AI. Since the Lyon GDC 2007 has just finished, what better opportunity than to go through some of the research sessions relating to artificial intelligence. I’ll start off with the sessions I attended while I gather more details about the others…

Photo 1: […]

GDC Lyon Overall Impressions

GDC Lyon 2007 has just come to an end. It was the first of its kind in France, so it had little problems here and there, but overall I felt it was a success. With such “start-up” events, you get as much out of them as you put into them!
State of the […]

Building Up to GDC Lyon

I’ve just landed in Lyon, doing last minute preparations. This month’s regular recap will have to wait a bit longer!
Over the next few days, I’ll try to post little nuggets from the conference now and then:

Check the Game AI News mini-blog for quotes and summaries of lectures as they happen.
Browse this Flickr account for […]

Apply AI 2007 Roundtable Report

The Apply AI Innovations 2007 conference drew together programmers from the games industry, students and professors from academia. Topics discussed include intelligent replanning, using learning AI, debugging tricks, AI during development, and existing tools.

Game AI Innovation in Fable 2

During his keynote speech at Apply AI Innovations 2007 conference this week, Peter Molyneux delivered an interactive demo of Fable 2’s dog to an audience of game developers and AI enthusiasts. The dog was introduced at GDC in March this year, but more exclusive details about the dog itself emerged in London — including how the dog’s artificial intelligence works.

AIIDE '07 Conference Coverage

This article covers this year’s Artificial Intelligence in Interactive Digital Entertainment (AIIDE ‘07). The proceedings are packed with useful information for game AI developers who want to stay up-to-date with the cutting edge. Below is a list of papers that can be found online for the posters track.

Pushing the Limits of Game AI Technology

This article features coverage from the Artificial Intelligence and Interactive Digital Entertainment (AIIDE ‘07) conference, featuring the most cutting edge research in game AI. The proceedings read like a “who’s who” in the field, and there’s lot to learn from! Here’s a collection of highlights from the conference, and references that can be found online.

Game AI Character