It's conference season for the Game AI community. The papers for AIIDE are due, reviews for CIG are coming in, and of course there are only a couple months left before our very own Game/AI Conference! Having been involved in this process for some years, it's very encouraging this year to see refreshing ideas on both the industry and academic side of things. A good sign for the rest of 2014, especially July ...
Reinforcement learning for Flappy Bird, iterative-deepening A* search for Threes/2048,last chance for early worm discounts for Game/AI Conf. 2014.
Tomorrow at around this time (21:00 UTC), I'll be interviewing Richard Evans (famous for the AI in both Black & White and Sims 3) about his most recent co-production with Emily Short called Versu. We'll be digging into the technology and design principle behind the game and its technology. Richard is always a fascinating guest, so don't miss it!
In our 2013 Awards for Game AI, find out the winning games in categories from technology to design and of course the overall winner. The games this year have raised the bar in many places for artificial intelligence, including autonomous buddy behavior, search-based techniques to find optimal moves, and non-character AI such as music generation and learning to race cars based on human data.
This year saw incredible growth, diversification and creativity in the whole industry – partly thanks to increasing use of AI techniques like procedural generation and to a rebirth of traditional AI genres like simulation games.