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Open CoverageCapture The Flag AI Competition: Results and Source Release
During three months, starting mid-November 2012 and ending mid-February 2013, AiGameDev.com ran an AI Competition called Capture The Flag. We had rather ambitious goals for CTF, designing it to be more practical than academic competitions and more relevant than hobbyist contests. In the end, after many long hours of work by the many competitors and the organization team, it not only fulfilled our expectations but easily drove forward the current state-of-the-art in the field. -
Open ReviewPlanning in Games: An Overview and Lessons Learned
This article and its accompanying video digs into the history of planning in games, looks at games that use planning as well as related techniques that have had a notable impact, and presents the biggest lessons we've learned as a result.
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Open EditorialGames of the Year: The 2012 AiGameDev.com Awards for Game AI
Like previous years, the games this year have raised the bar in many places for artificial intelligence, including AI-based mechanics that open up new game designs, using optimization and evolutionary algorithms as tools, and procedural pipelines for AAA-quality graphics.
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Open NewsA Great Week at AiGameDev.com and Oh, We're Hiring!
18 months ago we announced our first wave of hiring, a mix of experienced game developers and enthusiastic AI graduates. Now we're about to do it all again, and if you just thought "Now that sounds cool!" then read on. Here's what the team was busy with last week as an example...
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Open NewsCapture The Flag AI Competition: Build Your Own Strategic Commander
Are you looking for an AI challenge? Do you want to work on a relevant problem that’ll get the attention of the games industry? Better still, are you motivated to push the boundaries of what’s frequently done in Game AI? Or are you keen to finally get your hands on the first public release of The AI Sandbox™?
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Open CoverageVienna Game/AI Conference '12: Highlights, Photos & Slides
A few weeks ago the Game/AI Conference 2012 took place in the beautiful capital city of Austria. It was organized by AiGameDev.com along with the University of Vienna, where the event was held. In this post you'll slides from each talk, take-away & analysis, as well as photos from the event. The recordings will be available incrementally through AiGameDev.com ULTIMATE membership.
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Open CoverageAutodesk Unveils Gameware Navigation Middleware at the Game/AI Conference 2012
Last week at the Vienna Game/AI Conference 2012, Guillaume Aldebert demonstrated Autodesk's new navigation middleware, part of the company's new Gameware initiative. Guillaume, Principal Engineer of Game AI Middleware, gave an interactive presentation from within the tool itself — featuring a whirlwind tour through the product's many different features.









