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Vienna Game/AI Conference ’14: Highlights, Photos & Slides

Alex J. Champandard on July 29, 2014

Over the years, we've made many predictions about AI in games... When will mobile technology catch up with PC and consoles? How can AI help resolve the inevitable changes in industry? Who's most likely to ship the latest innovations in research? What will it take for publishers to notice and to make it happen? At the Game/AI Conference 2014, we got the answers. In your words:

“I've seen enough innovation in enough areas to believe that the game AI revolution finally begins this year. Great conference! #gaic14”

Matthew Jack


“Best @GameAiConf ever! Thanks @AiGameDev”

Jurie Horneman


“Heading back from #gaic14 - always a pleasure and a very clear one-up this year :)”

Emil Johansen

On the summer days of July 8th and 9th, the sixth edition of the Game/AI Conf. took place in the prestigious Austrian Academy of Sciences, at the heart of Vienna's first district. It was very hot! The event brought together hundreds of professional game developers from around Europe (who questioned how to amend historical building regulations to allow for air conditioning), as well as enthusiasts worldwide watching the live stream through the night (who wondered why presenters on stage looked a little out of breath). Combined, this became the largest event dedicated to artificial intelligence and games ever held!

Table Of Contents

The sessions from the first day, Tuesday July 8th, are here:

  1. Jamming with the AI Musicians in Rocksmith's Session Mode
  2. Stealth AI on Tablets in République (Episodes 1 & 2)
  3. Creatures Online: Waking up a decades old AI
  4. Monte-Carlo Tree Search Tutorial
  5. Development Principles behind Crysis 3's AI
  6. Large-scale Multiplayer Procedural Storytelling
  7. Improving our Behaviour: Learning From Kick-Off and Player Manager

These sessions are from the second day, Wednesday July 9th:

  1. The Living AI in Warframe's Procedural Space Ships
  2. From Zero to Pro: Bootstrap Hacks for Juniors
  3. Keynote: Far Cry's AI: A Manifesto for Systemic Gameplay
  4. Traversal Analysis through Segment Casting
  5. The Emergent AI Engine behind Kingdom Come: Deliverance
  6. Semi-Procedural Camera Control in RYSE: SON OF ROME
  7. Divide and Conquer, The Campaign AI of Total War: ROME II

Jamming with the AI Musicians in Rocksmith's Session Mode

Session Details

Speaker: Nicholas Bonardi
Company: Ubisoft San Francisco
Time: 10:00
Duration: 60 min

Description

“Can a game be more than just a tool for have fun, but also a way to learn? This presentation will dig on how the Ai in Rocksmith adapts to the player style while teaching him how to play the guitar while making him feel like a rock star.”

Slides

Stealth AI on Tablets in République (Episodes 1 & 2)

Session Details

Speaker: Paulo Lafeta
Company: Camouflaj
Time:11: 30
Duration: 45 min

Description

“Discover which are the challenges to overcome when create a game’s protagonist controlled by AI as well as which techniques are suitable for using on mobile devices in low-power form. Does the device interaction itself present new design challenges for the AI? Discover it thanks to this talk.”

Slides

Creatures Online: Waking up a decades old AI

Session Details

Speaker: Julien Hamaide
Company:Fishing Cactus
Time: 12:15
Duration: 45 min

Description

“In this talk you will hear about how to balance AI that behaves autonomously with one that’s fun to play with, as well as what are the challenges building a game based on emergent AI techniques such as ANNs and EA’s.”

Slides

Monte-Carlo Tree Search Tutorial

Session Details

Speaker: Matthias Brandstetter
    Michele Ermacora, and Filip Wisniewski
Company: AiGameDev.com KG
Time: 14:00
Duration: 30 min

Description

“Monte Carlo Tree Search is able to quickly generate plausible solutions which can be refined to expert play with additional CPU time. The AiGameDev.com team will explain interactively how the algorithm works, using a real problem as example.”

Development Principles behind Crysis 3's AI

Session Details

Speaker: Francesco Roccucci and Mario Silva
Company: Crytek Frankfurt
Time: 14:30
Duration: 60 min

Description

“AAA teams grow every year due to the increasing complexity of the games. This talk will dig into how the AI team coordinates their work to deliver on player expectations, as well as how they effectively move from a successful iteration to the next one in the franchise.”

Slides

Large-scale Multiplayer Procedural Storytelling

Session Details

Speaker: Stephane Bura
Company: Storybricks
Time: 16:15
Duration: 45 min

Description

“How do you build AI systems that have emergent properties yet are easy to control by the designers? What are the challenges of creating large-scale evolving behavioral systems? Find out thanks to this talk.”

Improving our Behavior: Learning From Kick-Off and Player Manager

Session Details

Speaker: Dino Dini
Affiliation: NHTV Breda University of Applied Sciences
Time: 17:00
Duration: 45 min

Description

“How can AI be written when there are no floating point operations on the CPU and memory is counted in kilobytes? What's a good way to debug complex AI code written in assembly? Which were the biggest challenges specifically for Kick Off, for instance with the goal keeper logic? Watch Dino explain it live!”

Slides

The Living AI in Warframe's Procedural Space Ships

Session Details

Speaker: Dan Brewer
Studio:: Digital Extremes
Time: 09:45
Duration: 60 min

Description

“The presentation by Daniel Brewer from Digital Extremes, will dig into the variety of AI techniques behind their third-person space ninja game. Warframe features has procedural generation of entire spaceships based on individual building blocks, an AI director that controls the action by spawning enemies as appropriate, a variety of enemy behaviors from melee to ranged attacks, etc.”

Slides

From Zero to Pro: Bootstrap Hacks for Juniors, Panel

Session Details

Panelists:Jennifer Hollcroft
    Mikko Mononen, and Ben Sunshine-Hill (Havok)
Time: 15:35
Duration: 30 min

Description

“What are the good qualities that will transform you from a junior to a professional game developer? Thanks to this talk you will receive suggestions directly from professional game developers.”

Slides

Far Cry's AI: A Manifesto for Systemic Gameplay

Session Details

Speaker: Julien Varnier
Company: Ubisoft Montreal
Time: 12:00
Duration: 60 min

Description

“What are the main benefits for creating emergent open-world AI? How does an AI director help create more variety in the game? Which challenges arose from using such experience managers for the combat? Listen to Julien give the answers in person!”

Slides

Traversal Analysis through Segment Casting

Session Details

Speaker: Ben Sunshine-Hill
Company: Havok
Time: 14:00
Duration: 30 min

Description

“This talk will introduce you to traversal analysis and how achieve it using segment casting. How to create a procedural navmesh with information’s on where the player can jump, vault, ecc.? Discover it with Ben Sunshine-Hill.”

Slides

The Emergent AI Engine behind Kingdom Come: Deliverance

Session Details

Speaker: Tomáš PLch
Company: Warhorse
Time: 14:30
Duration: 60 min

Description

“How can game areas be annotated with intelligent areas and intelligent objects to help improve the A-Life? What's an area-based director and how can it help coordinate behavior at a low level? How do top-down requests integrate with the emergent bottom-up behaviors? Learn from Tomáš directly!”

Slides

Semi-Procedural Camera Control in RYSE: SON OF ROME

Session Details

Speaker: François Fournel
Company: Crytek Frankfurt
Time: 16:00
Duration: 45 min

Description

“In this session by Crytek's François Fournel, you'll learn about the semi-procedural cameras in the studio's latest third-person XBox One launch title. The game's cinematic feel requires a combination of animated splines as well as runtime control to make the results more dynamic and reduce content-creator workloads.”

Slides

Divide and Conquer, The Campaign AI of Total War: ROME II

Session Details

Speaker: Tim Gosling, Piotr Andruszkiewicz
Company: Creative Assembly
Time: 16:45
Duration: 60 min

Description

“This talk will discuss the Campaign AI of Total War: ROME II and it’s implementation of Monte Carlo Tree Search. The campaign game of Total War: ROME II features more than a hundred factions and each must manage armies, navies, agents, diplomacy, taxation, construction and more.”

Slides

Discussion 1 Comments

cdeveloper on August 21st, 2014

Hi! Do you plan to share recordings from the conference? (At least some of them)

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