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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 News
    July 24th, 2009

    Inside Xaitment: Workflow Video, New SDK Download, and Recent Announcements

    The current economic climate doesn't seem to be distracting the middleware industry too much, in fact now seems like the time to be making new partnerships! Xaitment, an AI middleware company based in Germany, recently announced they've integrated their solution within Trinigy's Vision Engine, and developed an interface between xaitControl 2.5 and Gamebryo® LightSpeed™. (Update: To clarify the press release since it caused a little confusion, these products are still licensed separately.)

  • Open Coverage
    June 28th, 2009

    Paris Game AI Conference '09: Highlights, Photos & Slides

    The Paris Game AI Conference 2009 took place earlier this month on June 10th and 11th, co-organised by AiGameDev.com and the CNAM where it was held. In total, almost 200 people from Europe and beyond attended this two day standalone event — with around 170 attendees per session on average. The event was based on last year's innovative workshop that we held for the first time after another conference in Paris, although this year was an complete upgrade in every way: the presenters, content and location were better in all aspects!

  • Open Release
    May 29th, 2009

    Inside PathEngine's Collapsible Formations (Exclusive Video) and Latest Release

    The game AI & navigation middleware industry is moving very fast these days; even we're struggling to keep up! Today, PathEngine released its latest SDK and here at AiGameDev.com we've been sinking our teeth into it to check out the latest developments. In this article, you'll find a behind the scenes description of what's inside the release and how the features are implemented. On top of that, you can find the demo binary and the source code for samples within the "testbed" release available from their download page.

  • Open Review
    May 21st, 2009

    Behavior Capture and Learning Football by Imitation

    One approach to machine learning that's getting more attention these days is learning by example (also known as imitation). Not only are there more academic papers on the subject, but parts of industry and middleware companies are also turning towards this kind of ML for answers. Will Wright recently said that the "Holy Grail is crowd-sourcing the algorithms, AI, and procedures in the game" and Jeff Orkin retired from the comfort of his AI job at Monolith to research data-mining gameplay sessions.

  • Open Tutorial
    May 8th, 2009

    Hard-Earned Insights from The AI Sandbox Development

    Over the last 8-10 months we've been incrementally building up The AI Sandbox an part of AiGameDev.com Premium. It's built on top of an open-source stack, but with key parts built from scratch (e.g. the MVC framework) or heavily customized (e.g. animation system, test framework).

  • Open News
    May 6th, 2009

    We Interrupt This Broadcast... AiGameDev.com Premium Re-Opening in 12h

    First, I'd like to extend a warm welcome to new readers who just discovered the site via recent features and subscribed to the feed. (You did find the RSS didn't you? :) There are even more cool articles already lined up for the next few days as we go into launch week...

  • Open Tutorial
    May 5th, 2009

    Clearance-based Pathfinding and Hierarchical Annotated A* Search

    In this tutorial written by Daniel Harabor, you'll find out how to deal with different sized units when pathfinding on a grid, for example in a typical real-time strategy (RTS) game with tanks and foot soldiers. Learn how you can deal with this problem elegantly by using the concept of clearance at each point in the map. Daniel also presents his HAA* algorithm, which helps deal with clearance in a hierarchical manner such that the search remains both efficient and accurate.


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 […]