BLOG POSTS

nucl.ai Conference 2016: Last Tickets & Live Stream, July 18-20
Open Upcoming July 10th, 2016

nucl.ai Conference 2016: Last Tickets & Live Stream, July 18-20

The nucl.ai 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 Article
    October 26th, 2009

    There's a Hole in Your NavMesh, Dear Zombie

    Of all the game modes in Left 4 Dead, Survival has some of the most interesting dynamics from an AI perspective. From the initial concept, to survive as long as you can with help of your four buddies, the game mode quickly turns into a process of finding optimal locations in the map to defend...

  • Open Coverage
    October 13th, 2009

    Research Report from CIG 2009 – The Diminishing Industrial/Academic Divide

    The IEEE Symposium on Computational Intelligence and Games (CIG) is a refreshing conference to my mind because you can put any three attendees in a room and get four different takes on what the conference is about. There are the Game Theorists, talking Nash Equilibria and mixed strategies (Hingston, 2009), the Serious Games people dealing with a more simulated what-if approach to the world — in scenarios such as Disaster Relief or Naval Strategy (Avery, Louis, & Avery, 2009). There are researchers working on a whole range of more classical board and card games such as Poker, Diplomacy or Risk (Kemmerling et al., 2009). And of course, there are the Video Game researchers — but even within this group there are further classifications to be made between those using games as a controlled environment in which to develop better AI techniques (Thompson & Levine, 2009), those using AI to push forward the use of technology in contemporary games (Galli, Loiacono, & Lanzi, 2009), and those using the marriage of advanced AI methodology with video games for some other end, such as behavioral modelling of players (Drachen, Canossa, & Yannakakis, 2009) or automated content creation (Tanimoto, Robison, & Fan, 2009).

  • Open Coverage
    October 5th, 2009

    Takeaway for Beginners in Game AI & Thanks to Our Sponsors

    The Paris Game AI Conference '09 that we organized four months ago brought together many experienced developers from industry and a majority of the middleware developers in Game AI — including our sponsors Spir.Ops, Havok, PathEngine, and Artificial Technology. It's thanks to the support from these great companies that we can work on raising the profile of Game AI throughout the community.

  • Open News
    October 1st, 2009

    Semi-Robotic Swans, New Writers And Career Opportunities in Game AI

    I used to think of this site as a swan. What you see on the surface, including those many in-depth features and attentively formated articles, have that apparent elegance of a swan gliding over a lake. Under the water, what you don't see is little duck feet paddling like crazy. It used to be just me working full time on the blog, then my wife Petra joined and we launched small startup — and after that I took on a second shift ;-) These days, however, the best analogy is some kind of amphibian multiped with 10 or more limbs each pushing in the same direction. So if a swan is still an appropriate metaphor for our work on the site, it's more a half-mutant semi-robotic multi-legged swan that's gone much further than the pond we originally intended it to swim in!

  • Open Interview
    August 31st, 2009

    Infinite Mario AI using A* Search: The Definitive Interview with Robin Baumgarten

    Unless you're on some kind of social media and entertainment news diet, you've no doubt heard about the Infinite Mario AI competition, and Robin Baumgarten's A*-based solution. His videos became overnight hits on Reddit and gaming news sites, and his work was even featured in the mainstream press in various countries around the world!

  • Open Coverage
    August 22nd, 2009

    GDC Europe '09 Report: Procedural Content, Physical Animation, and Level Design

    Earlier this week, GDC Europe took place in Cologne, Germany. I wasn't planning on going, but in the end I went there for two reasons: first to discuss options for organizing our Game AI Conference next year, and second to find a large list of interesting projects for the mentoring program! Having these specific goals in mind for the whole time made the trip very succesful.

  • Open Upcoming
    July 29th, 2009

    Level Up and Get into Industry: A Semester of Game AI Coding

    You can debate modern education, compare games degrees and plot career moves all you want... In the end there's almost nothing more valuable for getting into the games industry than making a solid contribution to a known project, while at the same time working with experienced developers. This goes way beyond what any recruiter could do, and it helps the games companies rationalize their hiring risks better.


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 […]