BLOG POSTS Conference 2016: Last Tickets & Live Stream, July 18-20
Open Upcoming July 10th, 2016 Conference 2016: Last Tickets & Live Stream, July 18-20

The Conference, our event dedicated to AI in games and Creative Industries, will take place just 7 days from now on July 18-20. It's the largest event worldwide dedicated to the topic! Read on for more details...

  • Open Discussion
    September 14th, 2010

    ACHRON, AI and the Complexity of Time-Travel (Interview Sept. 19th)

    Many gamers and developers alike have thought about developing a game based around time travel; not just the story, but actual gameplay! However, it turns out that's much harder to do than you'd think, and there are very few such games. ACHRON is one of them. It's a real-time strategy game featuring free-form time travel! As developer Chris Hazard puts it, ACHRON is the world's first meta-time strategy game where players and units can jump to and play at different times simultaneously and independently.

  • Open Tutorial
    September 8th, 2010

    Theta*: Any-Angle Path Planning for Smoother Trajectories in Continuous Environments

    One of the central problems in game AI is finding short and realistic looking paths. Path planning is typically divided into two parts: discretize simplifies a continuous environment into a graph and search propagates information along this graph to find path from a given start location to a given goal location. Video game developers (and roboticists) have developed several methods for solving the discretize problem: two dimensional regular grids composed of squares (square grid), hexagons or triangles, three dimensional regular grids composed of cubes, visibility graphs, circle based waypoint graphs, space filling volumes, navigation meshes, hierarchical methods such as framed quad trees, probabilistic road maps (PRMs) and rapidly exploring random trees (RRTs) [2], [3], [4].

  • Open Coverage
    August 29th, 2010

    CIG '10: Computational Intelligence in Games 2010 Conference Report

    Earlier this month, the IEEE Conference on Computational Intelligence in Games took place at the IT University in Copenhagen. Over 100 researchers from around the world showed up to present their very latest research. In between, there were inspiring keynotes from highly respected figures in the research community, with topics ranging from A-life and bottom-up aesthetics to top-down drama management. was there to cover the event, and I (Alex Champandard) gave a tutorial on the first day too.

  • Open Review
    July 22nd, 2010

    Are Waypoint Graphs Outnumbered? Not in AlienSwarm!

    If you've been following recent trends in game AI, you could think of navigation meshes as an angry horde set to kill off waypoint graphs. Meshes are everywhere: from the various middleware libraries presented in Paris last month like Autodesk's Kynapse, PathEngine, or Havok's to open-source implementations like Recast as well. Some veteran developers have even declared waypoint-based approaches to be obsolete...

  • Open Coverage
    July 7th, 2010

    Paris Game AI Conference '10: Highlights, Photos & Slides

    Two years ago, I briefly met Jason Della Rocca in Paris and he was genuinely surprised that our inaugural Game AI Workshop '08 sold out to a whole fifty (50) people! I got a metaphorical pat on the back, and went back to work. Last year, our Game AI Conference '09 found its home at the CNAM, but we didn't have any fancy badges, no branding signs or posters, and one of our coffee breaks accidentally turned into a tea break *gasp*. Yet still almost two hundred developers (200) joined us in Paris over two days, and a community was born.

  • Open Coverage
    May 4th, 2010

    Autonomous Drivers and Racing Skills in PURE with Eduardo Jiménez

    The way you chose to model your game agents has a huge impact on their artificial intelligence. In fact, if you get a solid model in place, the solution to the main AI problem will become almost obvious! A perfect example is Black Rock Studio's acclaimed dirt-bike racer, PURE. The designers on the game wanted to avoid rubber band AI, but how do you do that in practice?

  • Open Coverage
    April 20th, 2010

    Hierarchical Task Networks for Mission Generation and Real-time Behavior

    Certainly one of my biggest take aways from the Paris Game AI Conference 2009 was the rise of hierarchical task network (HTN) planning techniques for games. The potential is huge, from helping reduce behavior modelling overheads when creating purposeful behaviors and automatically generating large missions for the player to take part in, both these domains can benefit from HTN planners.


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

AlphaGo, Award Results, and Early Birds

BLOG POSTS About The Blog With almost 10,000 subscribers, 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 is completely free, and among other things it allows […]