Upcoming Broadcasts

Your Suggestions are Welcome!

Do you know a game you'd love to hear more about how the AI was Made? Are you releasing a game with interesting insights you'd like to share? Or are there game AI topics you'd like to know more about?


Yes? Then write to us with suggestions for interview partners or topics for masterclasses!

Recordings

Anticipation for Animation and Behavior: Bringing Characters to Life
Premium Broadcast November 21st, 2010

Anticipation for Animation and Behavior: Bringing Characters to Life

In this this masterclass with Steve Gargolinksi, AI Engineer who worked on the ZOO TYCOON series and WORLD OF ZOO currently at 38 Studios, you'll learn about the the concept of "anticipation" in practice, a technique which animators have been using and perfecting for decades. You'll hear about adding an extra level of anticipation at the behavioral, not only to create life-like characters but also to create ...

State of the Art Research in RTS and the Starcraft Competition
Insider Broadcast November 14th, 2010

State of the Art Research in RTS and the Starcraft Competition

This is an interview with Ben Weber, a researcher at the Expressive Intelligence Studio at the University of Santa Cruiz, pursuing his Ph.D. about artificial intelligence for RTS games. This session will include a review of the best ideas from research into real-time strategy games today. You'll also find out how the different implementations performed in the Starcraft AI contest held at AIIDE 2010. Finally ...

Synchronizing Clients and Server: Replicating Bots Over the Network
Premium Broadcast November 7th, 2010

Synchronizing Clients and Server: Replicating Bots Over the Network

In this masterclass with Ross McIntosh, Programmer on RESISTANCE 1 & 2, you'll hear about Insomniac Games' solution to synchronizing game state on multiple machines, and in particular how that affects the bots. Which things need to be payed particular attention to (e.g. animations, goals, behaviors) so they don't break the gameplay experience? What are common mistakes when you use this system?

Cinematic Parkour Animation... but Interactive! with Laurent Ancessi
Premium Broadcast October 24th, 2010

Cinematic Parkour Animation... but Interactive! with Laurent Ancessi

This is a masterclass with Laurent Ancessi, 20-year industry veteran from Electronic Arts, Radical and Naughty Dog. You'll learn how to create great looking animations for interacting with the world, for example parkour behaviors where the character runs along walls, hangs from a ledge, flips off a ladder, etc. You'll hear about the concept of an Interactive Cinematic Scene and how it integrates with modern ...

WORLD IN CONFLICT and AI for Real-Time Tactics Games, with Johan Pfannenstill
Premium Broadcast October 17th, 2010

WORLD IN CONFLICT and AI for Real-Time Tactics Games, with Johan ...

In this interview with Johan Pfannenstill, Lead Software Engineer at Massive Entertainment, you'll learn everything about the AI in Ubisoft's WORLD IN CONFLICT, a Real-time Tactics game where you're assigned a set of units and reinforcements and wage war on the enemy. How does the AI change when you can focus entirely on unit deployment and maneuvering? What tricks does WiC use to handle efficient ...

Post-Release Improvements of the AI in SUPREME COMMANDER 2 with Mike Robbins
Premium Broadcast October 10th, 2010

Post-Release Improvements of the AI in SUPREME COMMANDER 2 with Mike ...

In this interview with Mike Robbins, Associate Content Engineer at Gas Powered Games, you'll find out about the AI behind SUPREME COMMANDER 2 and the updates it has received since the game was released. In particular, you'll hear how Mike took into account the players' feedback, as well as fixing and polishing the strategy of the opponents. You'll also hear about the new neural networks that make the decisions ...

Premium Broadcast October 3rd, 2010

AI for Surviving an Apocalyptic Future in METRO 2033, with Alex ...

In this in-depth live interview with Alex Buinitskiy, AI / Animation Programmer at 4A games, you'll find out about the AI and animation in 4A's debut title, Metro 2033. You'll learn out about the sensory system and perception modelling, the behavior and Alex's experiments with optimization by compilation, and finally the animation system.