Upcoming Broadcasts

Strategic Neurons behind the AI for Planetary Annihilation
Insider Broadcast November 23rd, 2014

Strategic Neurons behind the AI for Planetary Annihilation

Building an AI that can scale to large planets is no easy task, and doing so with a Neural Network adds its own additional challenges! In this interview with Mike Robbins, Software Engineer at Uber Entertainment, you'll learn lessons learned applying machine learning to this highly acclaimed RTS title.

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Recordings & Replays

Rule-Based City Simulation in 1849
Open Broadcast November 6th, 2014

Rule-Based City Simulation in 1849

Join us for this interview with Robert Zubek about the city simulation game 1849. You'll learn how the simulation is driven by a rule-based approach, its implementation and insights from its application. You'll also hear about the underlying AI for the citizens too, and how it was built to support mobile/tablets.

  • Open Broadcast
    October 30th, 2014

    Massively Parallel AI Kernels in C++ With OpenCL SYCL

    This tutorial will focus on the new OpenCL specification called SYCL that allows developers to write parallel code in C++ as a single-source program. Using modern C++ programming techniques, kernels that run on the GPU (device) can be integrated into CPU code (host) easily using templates. This session will show some patterns to use in your code to make sure it's SYCL-compatible, and tools to use to help improve performance.

  • Insider Broadcast
    October 23rd, 2014

    Grand Strategy AI in Europa Universalis 4

    In this interview, join Martin Anward for a peek behind the scenes of the development methodology that drives Paradox games and in particular how the artificial intelligence for Europa Universalis 4 was built — in particular the process of making it more transparent and human-like at the same time. Hear about how iterations are conducted, the importance of Paradox's patching model, their approach for testing and much more!

  • Open Broadcast
    October 8th, 2014

    Steering-based Space Combat & Grand Simulation AI in THE LAST FEDERATION

    In this interview with Chris Park, you'll hear about the design and technology behind Arcen's most recent games, in particular The Last Federation. You'll see how the space combat was built around steering behaviors, how the combat scenarios are generated, and at the high-level the design and implementation of the grand simulation and its AI. For Bionic Dues, you'll learn about procedural generation of worlds and levels for rogue-like gameplay, as well as creating simple but memorable AI enemies that create tactical experiences for the player.

  • Open Broadcast
    October 3rd, 2014

    ACME Corporation's Detailed Guide to Explosive Game AI Research

    This live broadcast will cover the state of the art in multiple fields of applied AI in games, and then look at research opportunities. In particular, you'll learn about Character Behavior, Intelligent Games, Design Tools, Hardware Devices and Game Analytics. Make sure you're at least as prepared as Wile E. Coyote for explosive research!

  • Open Broadcast
    September 10th, 2014

    Board Game AI and Heuristic Pruning for LORDS OF WAR

    What are the challenges applying Monte-Carlo Tree Search to a board game? In this interview with Nick Sephton, you'll hear about a game called LORDS OF WAR and how MCTS was applied to select which card or move should be played. In particular, you'll hear about heuristic pruning and its benefits for reducing the branching factor and how it improved performance.

  • Open Broadcast
    August 22nd, 2014

    Applying MCTS to a Real-Time Combat Scenario

    This isn't a typical broadcast. This time, we'll be streaming our attempts to apply MCTS to a real-time Capture The Flag-style scenario! It's a notoriously difficult problem that hasn't received much attention in either research or the games community, but using the tools we've built as part of The AI Sandbox, we'll learn something new at least. Join us to see what happens...

  • Open Broadcast
    August 6th, 2014

    Banished: AI for Medieval City Simulation

    City building games require a fine balance between AI that's fun to watch and a balanced simulation. This interview with Luke Hodorowicz, you'll hear about his medieval-themed strategy/construction game, Banished. Luke will share some insights about the underlying simulation, and of course how the AI works. What interesting problems/bugs did he find and how were they solved?
  • Insider Broadcast
    June 15th, 2014

    Third Eye Crime: Action/Stealth Simulation with Occupancy Grids

    In this double interview with Damian Isla and Christian Baekkelund, you'll hear about the making of Third Eye Crime, a stealth/action game that bridges simulation and puzzle genres. Find out about the underlying occupancy grid prototype, what it took to ship the technology on iPad, and the process of designing fun yet challenging levels for the game.

  • Insider Broadcast
    May 22nd, 2014

    Dig Into: Monte-Carlo Tree Search (AI Tutorial)

    This tutorial will dig into the topic of Monte-Carlo Tree Search, one of the most exciting and innovative algorithms being applied to video game AI today. Taking you from no knowledge of MCTS, you'll learn how the algorithm works in theory, seeing the source code, and watching it solve problems in practice. By looking at a complex problem in The AI Sandbox™, you'll see what it takes to apply the algorithm in practice — tips and tricks to reuse in your own situations.

  • Insider Broadcast
    May 8th, 2014

    Applying, Optimizing & Tuning Minimax for HIVE (Board Game)

    This live broadcast will uncover the topic of applying minimax search algorithms to board games. You'll hear from Sean Colombo from BlueLine Game Studios discuss the application of the algorithm to a board game called HIVE. In particular, learn about the benefits of visual debugging for minimax as well as how to randomize the outcomes without breaking the illusion of intelligence.
  • Insider Broadcast
    April 30th, 2014

    Scaling AI for Open Worlds in Saints Row 4

    In this AAA interview, join Aaron Canary for a peek behind the scenes of the AI technology in Saints Row 4, the critically acclaimed open world game. What techniques were required to scale to a large world, and support multiple factions? How were the behaviors of NPCs implemented to support such a diversity in gameplay? Tune in on Thursday at 18:00 UTC (to be confirmed)!
  • Insider Broadcast
    April 17th, 2014

    Deathmatch AI in Alien Arena and the ACE Bots

    In this live tutorial, you'll learn how the bots in fast-pace deathmatch game Alien Arena are implemented. The code is open source and initially based on Steve Yeager's ACE bot. This broadcast will go over the different aspects of the bot AI, looking at both its architecture and noteworthy features. You'll take away lessons to implement bots into your own arena-style games!

  • Insider Broadcast
    March 30th, 2014

    Coverage, Take-Aways, Analysis and Trends from GDC 2014

    Tune in to this live broadcast for high-level coverage of GDC 2014 sessions, ranging from animation to game programming, and of course AI. More importantly, you'll hear our analysis of the major underlying trends of the event, as they have changed significantly in the past year, and how they affect you and your team.

  • Insider Broadcast
    March 9th, 2014

    Plan-Space Hierarchical Heuristic Search for Planned Assault in ARMA II

    In this interview with William van der Sterren, you'll hear about an Planned Assault: a web-based mission generator for ARMA II that uses a highly specialized planner. The AI that powers the site can generate large scale manoeuvres that involve hundreds of military units such as infantry, air support and armored divisions. This requires significant insights into the planning process that military uses, and lots of AI planning expertize too. Learn about it live!

  • Insider Broadcast
    March 2nd, 2014

    The Evolution Of Planning Applications and Algorithms in AAA Games

    In this interview with Eric Jacopin, one of the leading researchers applying planning to games, you'll hear about the current state of planners in research and what their major pitfalls are if you intend to apply one off-the-shelf to your games. Based on recorded gameplay sessions, you'll also see his analysis of the progression of planners in the games industry since F.E.A.R. to KILLZONE 3 and in TRANSFORMERS: THE FALL OF CYBERTRON, and his insights into the techniques behind the games. Eric will also share his experiences writing a memory efficient planner and his applications to FAR CRY.