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This month, I decided to throw in a little nugget from the AI Games Network event in Bradford a few weeks ago. The following quote is by Adam Russell, who’s officially a “Games Studio Manager and Lecturer in Games Programming” at the University of Derby. Adam worked at Lionhead as an AI programmer, on the original Fable in particular.
Scroll down to find out what Adam had to say…
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SpirOps is a middleware development team focused on AI. Their ultimate goal is to allow video games and simulations development teams to enter what we call “the Living Game era”. To design more realistic behaviors with a never reached complexity, the SpirOps developed an artificial intelligence design paradigm called “Drive Oriented” which allows designing AI with graphical tools and keeping a linear complexity during the brain creation process.
PathEngine provides a sophisticated toolkit for agent movement, built around an advanced points-of-visibility pathfinding core. This gives you powerful paired path planning and collision against a sophisticated, continuous space, pathfinding movement model, with robust integrated dynamic obstacle functionality and exact representation of agent shape, for seamless movement over overlapping ground geometry.
We bring bytes alive! This is the vision and motivation that drives Artificial Technology GmbH. Graphically, many computer games already emulate the real world quite faithfully. The behavior of the characters, on the other hand, is often less authentic. EKI One Middleware (emotional & artificial intelligence) is a new solution by Artificial Technology GmbH which allows game developers to bestow on their characters with emotional behavior.
Havok is the premier provider of interactive software and services for digital media creators in the games and movie industries. With world leading expertise in physics, animation and tools, Havok’s business is to turn customers’ creative aspirations into technical realities. Havok’s modular suite of tools gives power to the creator, making sure that clients can reach new standards of realism and interactivity, while mitigating the overall cost and risks associated with creating today’s leading video games and movies.
A spin-off of the world-renowned German Research Center for Artificial Intelligence (DFKI), xaitment was founded in 2004 with the mission to create lifelike AI for games and simulations. Their mission led to the development of the xaitEngine, a highly customizable and highly modular multi-agent system that enables bots to learn from their mistakes, coordinate activities, compete with each other and achieve their goals with uncanny realism.
TruSoft provides behavior-capture AI technology, AI middleware and tools that empower game developers and gamers to create humanlike, learning, adaptive AI agents, simply by playing the role of the agent, which then replicates the behavior of human players. TruSoft’s clients include SONY, Lockheed Martin, and Electronic Arts, plus many universities and research centers worldwide.
Quote of the Month
Here’s what Adam had to say during the main panel in Bradford at the end of the day:
“There’s a tension between the business goals of game developers and the academic model (taken purely) which is [that] we want to make general domain-independent AI algorithms that we can apply to lots of problems — as academics.
But what makes games sell is actually uniqueness and not general solutions. If you’re doing funded work, then that desire to make things generic actually pulls against that business goal.”
Thanks to Adam Russell for his great insight, and thanks to our sponsors for everything else!