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 Access
    May 9th, 2012

    Hybrid Procedural and Physics-based Animation in OVERGROWTH

    In this interview with David Rosen from Wolfire Games we will take a look at the awesome procedural and physics based animations in the upcoming game OVERGROWTH. Learn how humanoid rabbits, wolves and other animals battle it out Kung-Fu style.

  • Open Teaser
    April 30th, 2012

    Velocity Obstacle Algorithms and Locomotion Integration

    Over the past 12 to 18 months, collision avoidance algorithms based on velocity obstacles such as ORCA and RVO have seen a dramatic increase in adoption — in particular thanks to titles like CRYSIS 2, SPACE MARINE, and RESISTANCE 3 leading the way. This move has increased the quality of in-game characters, but many questions still remain open...

  • Open Teaser
    April 23rd, 2012

    Beyond Terrain Generation: Bringing Worlds in DWARF FORTRESS to Life

    When you use traditional terrain generation algorithms, the results you get are mostly lifeless. Throwing in a few chicken here and there helps, but it doesn't give you that fascinating world to explore with its own history where everything you see has a reason. DWARF FORTRESS gets around this issue and brings its worlds to life via simulation...

  • Open Teaser
    April 18th, 2012

    Invitation to the Vienna Game/AI Conference, 2012

    Have you heard about Vienna? The capitol of Austria and former grand capital of the Austro-Hungarian empire? Rated one of the cities with the highest quality of life in the world? From culture to cuisine to history - Vienna offers something for everyone. Our team here at is proud to add another good reason to visit Vienna: The Vienna Game Ai Conference 2012

  • Open Editorial
    April 11th, 2012

    Was BULLETSTORM Over-Engineered? An Argument for Technical Innovation

    At the Paris Shooter Symposium last year, the BULLETSTORM team made a great impression on many of the AI programmers and developers in the audience. Each of the system they showed, taken on their own, push the boundaries of what's been done before in games. However, the game hasn't met commercial success, which led to the question whether the game was over-engineered...

  • Open Teaser
    April 3rd, 2012

    Tank Maneuvers, Damage Models and Motion Planning in RED ORCHESTRA 2

    Tripwire Interactive's John Gibson describes the challenges encountered during the development of RED ORCHESTRA 2, in particular the game's detailed mechanical model of the tank and how that affects the AI. He digs into the pathfinding challenges that border on motion planning, touches upon the high-level combat behavior and finishes with career advice for aspiring developers — especially those looking to join his studio!

  • Open Editorial
    March 28th, 2012

    The #fsmgate Scandal and What it Means for Your AI Architecture

    Every year at GDC, the AI Dinner takes place on Friday and as a tradition, all the tables in the restaurant are covered with paper to scribble on during heated debates and arguments. In previous years, we discussed and solved many interesting problems... This time, however, was the most controversial of them all!


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
    April 3rd, 2010

    Case-based Reasoning and User Generated Behavior with Ashwin Ram

    Content generation for games is rarely an easy task, but when it comes to creating behaviors it's even harder! This not only makes it slow for game developers to build games, but it rules out players from leveraging their own behaviors as user-generated content. Case-based reasoning (CBR) is a technique that's starting to address these issues...

  • Insider Coverage
    December 7th, 2009

    Where Did That Enemy Go? Threat Prediction and Reasoning in KILLZONE 2

    With increased processing power and better techniques for gathering information from the environment, there's an opportunity to go beyond using raw sensory data and starting to reason about the world. In particular for combat games, simply tracking players then reasoning about their possible hiding location can add a great variety to the behavior.

  • Insider Review
    November 4th, 2009

    Squad Patrol in Halo 3 ODST: Populating a Hub World with Enemy Forces

    Halo 3: ODST made numerous bold design changes compared to its predecessors, in particular its open hub-world that's populated with enemy NPCs. During the promotion of the game, Bungie released a video documentary with insights from behind the scenes. For approximately 30 seconds during the video, you can see footage of the AI technology applied to this large city. And, yes, some of the debug rendering for the waypoints seems to be pink!

  • Insider Coverage
    October 1st, 2009

    Not in My Line of Fire! Sensible Combat Behaviors using SPU Jobs

    Don't you hate it when your AI buddy runs straight into your line of fire? Doesn't it look even more stupid when enemies run through each other's line of fire while trying to approach you? These are the kinds of bugs that we've been able to solve using the current generation of console hardware, and particularly using multi-threading on the PS3.

  • Insider Discussion
    September 9th, 2009

    Helping Sam Fisher Look Cool™ with AI-Assisted Player Control

    One trend I've been predicting and encouraging for a few years now is the increasing use of AI technology in other aspects of game development — particularly for player control. Game AI has already solved some particularly difficult challenges for making context-sensitive decisions then making sure they happen correctly during execution, and it's obvious why such concepts can benefit many places in a game engine. I talked about this in my keynote at the AI Games Network Workshop on Players & Avatars... Let's just say the subject of applying AI to player control was debated passionately then, so I figured this should make for another heated developer discussion!

  • Insider Coverage
    August 12th, 2009

    Waypoint Cover Maps and Efficient Raycasts on PS3 in Killzone 2

    Earlier this year at the GDC 2009, the Technical Director at Guerrilla Games Michiel van der Leeuw presented a case study of Killzone 2 entitled “The PlayStation®3's SPUs in the Real World”. A section of Michiel's talk focused on AI and three topics in particular: cover maps, threat prediction and line of sights. This is the first of three articles that digs into the AI technology he discussed.

  • Insider Presentation
    July 31st, 2009

    Behavior Capture and Learning Sports Games by Example with Artificial Contender

    Machine learning in games has always been a controversial subject. While academics and enthusiasts simply love the idea of applying ML to games, currently it's rarely used in industry. The reasons for this is partly a question of technology, and partly methodology — both of which can require different skills compared no classical game AI. However, the temptations of unlocking the door to designers creating behaviors are hard to deny!