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Our New Course on Game AI
Open News October 25th, 2015

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.

nucl.ai 2015: Cognitive Bots & Language Track (Slides)
Ultimate Coverage August 7th, 2015

nucl.ai 2015: Cognitive Bots & Language Track (Slides)

Slides from the Cognitive Bots & Language Track at the nucl.ai Conference 2015, including presentations about the technology behind IBM Watson, using chatbot technology in Event[0] and generating text with recurrent neural networks.

nucl.ai 2015: Systemic Design and Directors Track (Slides)
Ultimate Coverage August 6th, 2015

nucl.ai 2015: Systemic Design and Directors Track (Slides)

Slides from the Systemic Design and Directors Track of the nucl.ai Conference 2015, including presentations about Spawn Trees in The Witcher: Wild Hunt, AI systems in Fortnite, techniques for orchestrating virtual environments, and building tools for CAD.

nucl.ai 2015: Agent Behavior & Coordination Track (Slides)
Ultimate Coverage August 5th, 2015

nucl.ai 2015: Agent Behavior & Coordination Track (Slides)

Slides from the Agent Behavior & Coordination Track of the nucl.ai Conference 2015, including presentations about STRIPS planning for Final Fantasy XV, case-based reasoning in Killer Instinct, behavior trees in Eve Online, diplomacy in Total War: Atilla, and many more resourses.

nucl.ai 2015: Analytics & Data-Science Track (Slides)
Ultimate Coverage August 4th, 2015

nucl.ai 2015: Analytics & Data-Science Track (Slides)

Slides from the Analytics & Data-Science Track of the nucl.ai Conference 2015, including presentations about measuring skill vs. luck in games like Fable Legends, preventing churn for TOP 11, questions of dynamic pricing in practice, and recommendation systems to personalize experiences.