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 Interview
    July 3rd, 2012

    The AI in The Octagon Theory

    In this interview with Daniel Huffman we explore the AI of his board game The Octagon Theory. Find out how he managed to write a competitive bot for this complex game and how you could get involved yourself.

  • Open Interview
    June 29th, 2012

    Enemy AI for Procedural Platformers in A VALLEY WITHOUT WIND

    More and more developers are leveraging the benefits of procedural world generation techniques for their games. It provides many valuable benefits for gameplay, but can wreak havok on AI decisions and behaviors — particularly for platform games. Find out how Chris Park solved this problem to create interesting enemies in the procedural worlds of A VALLEY WITHOUT WIND.

  • Open Teaser
    June 8th, 2012

    VESSEL from Fluid Simulation to Physical Characters

    Simulation is an integral part of most video games, and building AI or gameplay scripts to deal with simulated part of the world is always... interesting! Certain developers take that to the extreme by not only building their entire games around the underlying simulation, but their puzzles/narratives on top of that. In particular VESSEL, a creative and inspiring indie platformer, combines physics simulation and behaviors in its unique puzzles.

  • Open Interview
    May 22nd, 2012

    StoryBricks: The Future of User-Driven Narrative is At Stake

    StoryBricks is a fascinating project that aims to democratize traditional role-playing games, helping users easily specify behavior for living entities in the world, then share their creations with other players. As you may suspect, the AI challenges to pull this off are incredible — on the scale of a mainstream title like THE SIMS 3 with the risk of innovative indie games like FAƇADE.

  • Open Teaser
    May 21st, 2012

    EA Investing in the Next-Generation with Proceduralism Post-SSX

    Procedural generation techniques have been used cautiously by AAA developers, primarily to generate minor cosmetic details or randomize the assembly of pre-built blocks. However, EA's snowboarding game SSX took a huge bet with procedural generation, and these ideas helped generate hundreds of tracks rather than dozens. Electronic Arts is now taking these ideas further on un-announced titles too.

  • Open Interview
    May 14th, 2012

    Planting the Seeds of AI in Open-Source RTS 0 A.D.

    In this interview with Jonathan Waller we talk about his work on the enemy AI in 0AD - an open source game inspired by the Age of Empires series. Learn how the AI picks spots for buildings and how a path finder is used to select building sites for defensive buildings.

  • Open Coverage
    May 11th, 2012

    Monte-Carlo Tree Search and the Dagstuhl Seminar

    This week, the world's leading researchers in the field of Game AI have gathered in Schloss Dagstuhl in Germany, to consider future applications and what needs to be done to bring those ideas to life. Representatives from industry were in a minority, but that's why was there to balance things out!


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 […]

  • Insider Interview
    September 2nd, 2011

    Time-Travelling RTS AI in ACHRON from Determinism to Low-Memory Budgets

    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. The game has been in development for many years, but due to the huge challenges and computational requirements needed to simulate the game at multiple points in time, it was only recently announced during the Experimental Gameplay session at GDC.

  • Insider Tutorial
    June 11th, 2011

    How To Architect Your AI: Case Studies from Indie Games

    The best way to learn is from real examples! In this review, you'll hear about four different work-in-progress indie games, and in each case the AI hasn't been developed (much) yet. You'll learn how to approach the design, what factors to consider, as well as how to architect the system and lay out the implementation plan. By going through this process for iOS games, web-games and PC games, you'll be able to apply this to your own games too.

  • Insider Coverage
    April 5th, 2011

    AI Summit '11: Slides, Notes, Takeway and Photos

    This year, the GDC celebrated its 25th edition and as such, there were many presentations looking back at classic games as well as reflective sessions from familiar faces. Though the AI Summit was only in its third year it also had the same feeling to it. The line-up combined post-mortems, showcases and tutorials of established ideas and technologies, along with rants and dicussion panels from regular speakers. If anything, this gave the impression that the AI community settled into a "groove" — having little or no trouble solving design and engineering problems as they come up. For instance, the session on "Pathfinding is Not Yet a Solved Problem" showed three developers solve all the issues on their games in very convincing and reproducible ways.

  • Insider Discussion
    October 30th, 2010

    Halloween Special: Zombie AI That's Not Brain Dead

    You might think of zombies as not requiring a very big brain of their own, but you'd be wrong! As Valve quickly found out on LEFT 4 DEAD, getting a zombie to be able to reach the player anywhere in the map is quite a navigation problem... and that's just the start. What better time than Halloween to look into the challenges and future of zombie AI.

  • Insider Interview
    August 11th, 2010

    Animating Game Characters with Havok Behavior

    Over the past decade, blend trees have established themselves in the games industry as a reliable and flexible technique for animating game characters. However, it can take a lot of development time to build up an efficient runtime and powerful toolset, and obviously middleware companies are stepping up!

  • Insider Interview
    May 6th, 2010

    Grand Strategy and Political Simulation in EUROPA UNIVERSALIS 3 with Henrik Fåhraeus

    Over the years, Paradox Entertainment has built a reputation for the historical accuracy and the detail of the simulation in its grand strategy games, such as the EUROPA UNIVERSALIS and HEARTS OF IRON series. In games of this scale and detail, how is the AI built compared to other RTS-style AI?

  • Insider Review
    April 16th, 2010

    The Quest Towards the Holy Grail of AAA Character Locomotion

    When working with the test framework of the AI Sandbox, it's often convenient to rename a unit or functional test temporarily while working on some feature so it shows up on its own at the top in the test runner. Some locomotion tests in particular, show up as AAA_Locomotion while we're fixing or improving things! This serves as a constant reminder of our ultimate goal of figuring out how to make believable characters with high-quality animation yet responsive behaviors.