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nucl.ai '16: Early Bird, Tracks & Call For Speakers
Open Access March 3rd, 2016

nucl.ai '16: Early Bird, Tracks & Call For Speakers

nucl.ai, the biggest worldwide conference on Artificial Intelligence in Creative Industries, will be back in Vienna on July 18-20. Save the date! Last year we changed our format in a leap of faith to three parallel tracks, extended the conference to three days and broadened the topic beyond game AI. And it worked! Extremely well, actually (but we're probably biased :-).

  • Open Access
    December 18th, 2015

    Course Unit 2 - Last Chance to Enroll

    In this course unit we're looking at authoring, data-driven systems, and generative algebra. In this time's lab you can try crafting procedual terrain Ă  la MINECRAFT
    Remember: You only have two weeks left to enroll for free!

  • Open News
    November 15th, 2015

    Game AI Course Unit 1

    In unit 1 of our new course you'll learn about agent architecture, information flow, and controll flow. If you're up for the programming track you can build a simple chatbot in HAL9000 style.

  • 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 AiGameDev.com Awards for Game AI

    Every year AiGameDev.com 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.


INSIDER FEATURES

AlphaGo, Award Results, and nucl.ai Early Birds
Insider Newsletter February 24th, 2016

AlphaGo, Award Results, and nucl.ai Early Birds

BLOG POSTS About The Blog With almost 10,000 subscribers, AiGameDev.com is the largest source of regular updates about artificial intelligence and video games. Topics range from game design, to character animation including programming tips and tricks. INSIDER FEATURES Get Full Access! The INSIDER account at AiGameDev.com is completely free, and among other things it allows […]