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
    March 6th, 2012 Squad Coordinates Tactical Behavior at GDC

    This week, the Game Developers Conference (GDC) 2012 is taking place in San Francisco, and we're proud to announce that the Squad is covering the event live and interactively. Read on for details and highlights from the first few days!

  • Open Interview
    February 6th, 2012

    Making Designers Obsolete? Evolution in Game Design

    In this interview with Paul Tozour we will take a look at his current kickstarter project City Conquest, a tower defense game that breaks off the usual pattern by including an offensive part as well. Yet what we will be covering over this interview won't be the novel mechanics or features but instead we will take a look at the evolutionary process Paul used to tune up the difficult parameters that keep the game balanced.

  • Open Tutorial
    February 2nd, 2012

    Fast Pathfinding via Symmetry Breaking

    In this article Daniel Harabor explains path symmetry: a property of uniform-cost grid maps and other regular search domains which can significantly slow down pathfinding. He describes how symmetry manifests itself and discusses approaches that have been tried to improve performance. Finally, two recent ideas from his doctoral research are outlined: Rectangular Symmetry Reduction (RSR) and Jump Point Search (JPS). Both are optimality-preserving techniques that explicitly identify and eliminate symmetry in order to speed up pathfinding by an order of magnitude and more. Their strengths, weaknesses are discussed as well as observed performance on two popular video-game benchmarks.

  • Open Editorial
    January 27th, 2012

    Games of the Year: The 2011 Awards for Game AI

    Every year runs its Awards for Game AI, shining the spotlight on the best releases of the past year. There are six different awards, ranging from technology to design and of course overall game of the year. For each, we've included the community vote results as well as the editor's choice.

  • Open Tutorial
    October 13th, 2011

    Visualization of AI and Gameplay: 5 Useful Examples in Practice

    In two weeks, we'll be releasing some exciting demos that have been in the pipeline and we thought it'd be a great opportunity to share some of the techniques we learned during development. This video tutorial in particular looks into some of the visualizations we built for one of our demos, called RUSHING BASES — including the area map, the hierarchical graph, the navigation view and the influence map.

  • Open Upcoming
    September 7th, 2011

    Storytelling and Games Conference (Coming Soon): Interweaving Technology and Art

    Storytelling and games have a strange relationship. On the one hand, interminable cut-scenes can distract from gameplay and rigid storylines can constrain it. On the other hand, without some kind of narrative context, most games would be abstract and meaningless, and in the best of games characters and storylines add an immense amount to the experience.

  • Open Coverage
    August 5th, 2011

    Paris Game/AI Conference '11: Highlights, Photos & Slides

    The Paris Game/AI Conference 2011 that took place last month represented a turning point for the field of artificial intelligence in game development. While Game AI has traditionally been associated with non-player character behavior and occasionally opponent strategy, this was the first conference to showcase the newly found breadth of the field — from procedural generation to experience management, including data-mining and physics-based motion.


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 Discussion
    July 2nd, 2009

    Visualizing the Player's Last Known Position in Splinter Cell Conviction

    These days, the AI in most games includes the concept of a last known player position — even recent action games which aren't defined by their complex NPC behaviors. This concept initially originated from stealth games like Thief, but since most modern shooters include stealth elements, modeling the last known position has become a requirement for AI in games.

  • Insider Presentation
    May 12th, 2009

    Building and Traversing Navigation Meshes with Recast and Detour (Project Video)

    Over the past couple years, Mikko Mononen has been working on a personal R&D project for automatically generating navigation meshes based on a polygon soup. His project was born out of a need for better data for pathfinding; navigation meshes can never be good enough! Previously, Mikko worked on Crysis as a Lead AI Programmer and recently started in the same role at Recoil Games, although he has a demomaking background and experience with independent games too.

  • Insider Discussion
    May 2nd, 2009

    Motion Planning for Fun and Profit!

    One topic that's particularly hot in computer animation these days is motion planning. Think of it as one way to combine pathfinding with animation — which falls under the label of locomotion. Motion planning distinguishes itself by taking a more global approach to generating animation, such that the results are more purposeful and higher quality. Many game developers are looking in this direction for solutions that are better looking and have lower production costs.

  • Insider Coverage
    April 18th, 2009

    Expo Floor AI Booth Crawl: 5 Middleware Companies, 10 Minutes Each

    During an empty slot on Thursday afternoon of the GDC, we spent 1h30 going around the whole Expo Floor. There were quite a few AI middleware vendors present, though not all of them were giving public demonstrations. We took our camera with us and filmed our discussions with the developers. We also took along a handful of AI programmers and researchers to ask tricky questions!

  • Insider Coverage
    April 4th, 2009

    GDC '09 Roundtable #3 Q&A Coverage

    The third AI roundtable of GDC 2009 took place on Friday 27th, and was also there to cover the session, like for the second roundtable. This session was the beginner Q&A roundtable, where people getting started in Game AI could ask anything on their mind. There was no shortage of topics to stimulate everyone's thoughts!
  • Insider Coverage
    March 26th, 2009

    GDC '09 AI Roundtable #2 Coverage

  • Insider Tutorial
    March 15th, 2009

    Sandbox Architecture, Discussion and Recent Features

    Find out about the latest progress in the sandbox, such as the step-based motion graph, the HPA* search and our clustering prototypes that build on top of the new sample framework. Also learn about the underlying architecture of the system, based on MVC but that's growing in its own unique way. The discussion also goes into component system, blend trees and future work.