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GDC Lyon Research Sessions Redux (Part 1)
Open Coverage December 6th, 2007

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…

Near-Optimal Hierarchical Pathfinding (HPA*)
Open Review October 11th, 2007

Near-Optimal Hierarchical Pathfinding (HPA*)

You might think that over the decades, in-game navigation has been completely solved and that research can focus on different topics. Well, it's not quite the case yet; there are still improvements being made to deal with greater numbers of actors and larger dynamic worlds.

Open Discussion July 21st, 2007

What's Your Background in Game AI?

How are you involved with game AI? Is it a hobby, are you studying, researching, or involved professionally? Fill in the poll.

What Part of Game AI Interests You Most?
Open Discussion July 9th, 2007

What Part of Game AI Interests You Most?

Creating artificial intelligence for computer games is a multi-disciplinary enterprise: design to create a vision for the behaviors that fits into the overall gameplay, to establish an architecture for actor AI and create the content incrementally; programming to create a framework for decision making, implement engine interfaces and basic abilities like path-finding.

Pushing the Limits of Game AI Technology
Open Coverage June 5th, 2007

Pushing the Limits of Game AI Technology

AIIDE ‘07 starts tomorrow (Artificial Intelligence and Interactive Digital Entertainment), 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. (Update: Also check out the papers for the poster ...