This is an action-packed newsletter about AI in games, in particular from a research perspective, so strap yourselves in! We've included our report from the Computational Intelligence in Games 2014 conference, as well as its collection of white papers to download and read (on top of the usual round-up).
It's been an interesting week here in the AiGD secret labs. Over the weekend, the site was taken down briefly by an accidental DoS, which nevertheless took time to fix. On Monday, the electricity was out as one of our R&D machines blew the main office fuse, also taking the day to repair. These will make for great stories after our launch is over!
Monte-Carlo Tree Search is a powerful AI algorithm that was recently discovered and in the past years has found great success in board games. This year, MCTS finally hit the AAA games industry, specifically thanks to Creative Assembly's TOTAL WAR: ROME II. Find out more about the design motivations for using the algorithm, how it was integrated into the game, and tips & tricks used to make it work efficiently.
It's with extreme satisfaction that we concluded the Game/AI Conference 2014 a few weeks ago. Hundreds of game developers and AI enthusiasts descended on Vienna/Austria for the week, and many more tuned in online to make it the largest event dedicated to AI in Games ever held. It was certainly the most exhausting days of the year, taking into account the heat, yet also the most rewarding.
On the summer days of July 8th and 9th, the sixth edition of the Game/AI Conf. took place in the prestigious Austrian Academy of Sciences, at the heart of Vienna's first district. It was very hot! The event brought together hundreds of professional game developers from around Europe as well as enthusiasts worldwide watching the live stream through the night. Combined, this became the largest event dedicated ...