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

ACME Corporation's Detailed Guide to Explosive Game AI Research
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!

Board Game AI and Heuristic Pruning for LORDS OF WAR
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.

Applying MCTS to a Real-Time Combat Scenario
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...

Banished: AI for Medieval City Simulation
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?

Third Eye Crime: Action/Stealth Simulation with Occupancy Grids
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.

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

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