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.

  • Open Editorial
    May 20th, 2015

    Beard Stroking: Why Realistic Graphics and DX12 Are Great for AI

    It's become a cliche among the gameplay & AI programmers to joke about the futility of graphical improvements towards hyper-realism. To help paint a more complete picture — knowing how seriously such musing can be taken for an audience missing the context — this post outlines some of the major reasons why improvements in graphics are a tremendous thing for AI.

  • Open Article
    April 16th, 2015

    Paper Bot: Automated Highlights from a Database of 474 Papers

    The @AiGameDev Twitter bot automatically posts interesting highlights from research papers gathered from recent CIG and AIIDE conferences. It uses some simple image-based techniques to find things to post, powered by Python and libraries such as scikit-image and scipy. Find out how it was done and look at some examples...

  • Open Editorial
    December 31st, 2014

    Games of the Year: The 2014 Awards for Game AI

    Every year hosts the Awards for Game AI, shining the spotlight on the best releases of the past twelve months. There are six different awards, ranging from technology to design and of course overall game of the year.
  • Open Coverage
    August 12th, 2014

    Monte-Carlo Tree Search in TOTAL WAR: ROME II's Campaign AI

    Monte-Carlo Tree Search is a powerful AI algorithm that was recently discovered and in the past years has found great success in board games. This year, MCTS finally hit the AAA games industry, specifically thanks to Creative Assembly's TOTAL WAR: ROME II. Find out more about the design motivations for using the algorithm, how it was integrated into the game, and tips & tricks used to make it work efficiently.

  • Open Coverage
    July 29th, 2014

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

    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 as well as enthusiasts worldwide watching the live stream through the night. Combined, this became the largest event dedicated to artificial intelligence and games ever held.
  • Open Upcoming
    June 6th, 2014

    Challenges in AI for Games: Speaker Spotlight for Game/AI Conf. 2014

    As the industry innovates and games improve, the challenges that AI programmers face also evolve significantly. Issues like scaling up content creation, modernising gameplay for casual audiences, dealing with procedural levels, managing large scale emergent AI, leveraging and improving existing codebases, etc.

  • Open Coverage
    May 7th, 2014

    AI Directors Case Study #11: SAINTS ROW IV Notoriety System

    As more studios adopt design best practices, increasingly many games are using ideas from AI Directors. It's not as easy as scripting a game, but there are many examples to study and learn from. Given our recent interview about SAINTS ROW with Aaron Canary, one of Volition's AI Programmers, it seems like an ideal addition to our collection of case studies.


Group Steering & Crowds Broadcasts, Early Bird Sale for
Insider Newsletter April 22nd, 2015

Group Steering & Crowds Broadcasts, Early Bird Sale for

Upcoming broadcasts about group steering and crowd simulation, last chance for Early Bird tickets at and Neural Network libraries...