This tutorial with Spyridon Samothrakis will cover the techniques and tricks for applying Reinforcement Learning using Neural Networks, particularly to the problem of PlanetWars. You'll learn the different approaches for solving the problem, what needs to be done for it to work at all, and how best to tear your hair out when it doesn't work!
This tutorial will show you how to write bots for The Resistance that are both intelligent and chatty! In particular, you'll learn about building bots that are able to run searches to determine the best course of action, as well as how to use text-to-speech (TTS) and speech-to-text facilities in the framework. If you're curious about building AI for board/card games, find out more in this broadcast!
How are server-based AI systems built for modern free-to-play shooters? This interview with Dmytro Tsakhilov of Crytek Kiev, you'll hear about the implementation of WARFACE's enemy behaviors that populate the game's co-op mode. You'll also learn about the underlying systems built to run scalably on the game's servers.
The last time neural networks were popular it was the early 90s! What has changed since then and how come modern NN can solve the hardest problems now? This is an introduction presentation about neural network technology from the low-level representation to the training algorithms, with a particular focus on the recent advances in the field as well as game applications.
This interview with Omar Ahmad looks at the animation technology in mobile game Shark Eaters: Rise of the Dolphins. The game features a different system that animates skeletal rigs — inspired by neurology and learning of motor control. The result are smoothly animated fish and water mammals whose behavior partly emerges from the animation.
Join Insomiac's Jan Mueller for a look into the AI behind XBox One exclusive Sunset Overdrive. In particular, you'll hear about the challenges and solutions for building compelling boss AI, how to create a good dog companion, and general solutions for enemy AI in open-world where players traverse very fast!
This interview with Matthew Jack will dig into the technical details behind the technology that powers Star Citizen, in particular for Arena Commander: a dog-fighting and flight simulation module for the game. You'll see the debugging tools in particular, as well as the wider challenges of building a living world AI.
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.
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.
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.
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!
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.
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!
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.
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...