Upcoming Broadcasts

Recordings & Replays

Biomechanically Animated Dolphins in Shark Eaters
Open Broadcast January 22nd, 2015

Biomechanically Animated Dolphins in Shark Eaters

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.

  • Open Broadcast
    December 18th, 2014

    Sunset Overdrive from Boss Behaviors to Open-World AI Optimization

    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!

  • Insider Broadcast
    December 2nd, 2014

    Star Citizen's Flight Simulation and Combat AI

    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.

  • Insider Broadcast
    November 23rd, 2014

    Strategic Neurons and Spherical 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.

  • Insider 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.

  • Insider 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!

  • Insider 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.

  • Insider 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!

  • Insider 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.

  • Insider 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...

  • Insider 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)!