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...
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.
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.
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!
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.
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!