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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 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.

  • Open Coverage
    July 29th, 2014

    Vienna Game/AI Conference '14: Highlights, Photos & Slides

    On the summer days of July 8th and 9th, the sixth edition of the Game/AI Conf. took place in the prestigious Austrian Academy of Sciences, at the heart of Vienna's first district. It was very hot! The event brought together hundreds of professional game developers from around Europe as well as enthusiasts worldwide watching the live stream through the night. Combined, this became the largest event dedicated to artificial intelligence and games ever held.
  • Open Upcoming
    June 6th, 2014

    Challenges in AI for Games: Speaker Spotlight for Game/AI Conf. 2014

    As the industry innovates and games improve, the challenges that AI programmers face also evolve significantly. Issues like scaling up content creation, modernising gameplay for casual audiences, dealing with procedural levels, managing large scale emergent AI, leveraging and improving existing codebases, etc.

  • Open Coverage
    May 7th, 2014

    AI Directors Case Study #11: SAINTS ROW IV Notoriety System

    As more studios adopt design best practices, increasingly many games are using ideas from AI Directors. It's not as easy as scripting a game, but there are many examples to study and learn from. Given our recent interview about SAINTS ROW with Aaron Canary, one of Volition's AI Programmers, it seems like an ideal addition to our collection of case studies.
  • Open Editorial
    January 3rd, 2014

    Games of the Year: The 2013 AiGameDev.com Awards for Game AI

    In our 2013 Awards for Game AI, find out the winning games in categories from technology to design and of course the overall winner. The games this year have raised the bar in many places for artificial intelligence, including autonomous buddy behavior, search-based techniques to find optimal moves, and non-character AI such as music generation and learning to race cars based on human data.

  • Open Editorial
    December 31st, 2013

    This Year in Game AI: Analysis, Trends from 2013

    This year saw incredible growth, diversification and creativity in the whole industry – partly thanks to increasing use of AI techniques like procedural generation and to a rebirth of traditional AI genres like simulation games.
  • Open Tutorial
    July 16th, 2013

    Lazy Theta*: Faster Any-Angle Path Planning

    This article was written by Alex Nash, a software engineer at Northrop Grumman with a Ph.D. from the University of Southern California, specializing in path planning for video games and robotics. You can contact him by email <alexwnash at gmail.com>.

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 […]

  • Insider Newsletter
    August 22nd, 2014

    Synthesizing Dinausor Animations, Learning Bicycle Stunts and Launch Next Week

    It's been an interesting week here in the AiGD secret labs. Over the weekend, the site was taken down briefly by an accidental DoS, which nevertheless took time to fix. On Monday, the electricity was out as one of our R&D machines blew the main office fuse, also taking the day to repair. These will make for great stories after our launch is over!
  • Insider Newsletter
    August 5th, 2014

    AI for BANISHED Tomorrow, Post-Conf. Take Away & Limited Offer

    It's with extreme satisfaction that we concluded the Game/AI Conference 2014 a few weeks ago. Hundreds of game developers and AI enthusiasts descended on Vienna/Austria for the week, and many more tuned in online to make it the largest event dedicated to AI in Games ever held. It was certainly the most exhausting days of the year, taking into account the heat, yet also the most rewarding.
  • Insider Newsletter
    July 13th, 2014

    Chess Engine Championships, Third Eye Crime on Sunday, and Planned Assault in ARMA

    E3 (the Electronic Entertainment Expo) is a yearly source of both drama and excitement in the games industry. On the AI front, Sims 4 promises better character AI, Drivatar is going open-world with Forza Horizon 2, and FIFA will feature more believable behaviors — among other announcements.
  • Insider Access
    July 7th, 2014

    Game/AI Conference Streaming Live Tue/Wed... Tune In!

    Today was somewhat of an unusual day with over 35 degrees in the shade at @GameAiConf, and this is not your regular newsletter about Game AI. (Normal service will resume in a few weeks.)
  • Insider Newsletter
    May 21st, 2014

    Monte-Carlo Tutorial, On AI Directors, and Last Tickets for Game/AI Conf.

    You may have noticed a flurry of AI competitions recently, one about controlling a slot-car and racing other teams just finished, and many more have recently opened up. This includes the return of the BotPrize for building FPS AI, the Starcraft Competition focusing on RTS AI, and even general game playing (GGP) for old classics like Boulder Dash. (See below for details and deadlines.)
  • Insider Newsletter
    April 29th, 2014

    Saints Row 4 Interview Wednesday, Parallel AI Slides, Human-Like MOBA Bots

    It's conference season for the Game AI community. The papers for AIIDE are due, reviews for CIG are coming in, and of course there are only a couple months left before our very own Game/AI Conference! Having been involved in this process for some years, it's very encouraging this year to see refreshing ideas on both the industry and academic side of things. A good sign for the rest of 2014, especially July ;-)
  • Insider Newsletter
    April 2nd, 2014

    AI for Threes/2048, Big Lessons from GDC, Game/AI Conf. Early Worm

    Reinforcement learning for Flappy Bird, iterative-deepening A* search for Threes/2048,last chance for early worm discounts for Game/AI Conf. 2014.