PREMIUM & ULTIMATE Features

nucl.ai 2015: Cognitive Bots & Language Track (Slides)
Ultimate Coverage August 7th, 2015

nucl.ai 2015: Cognitive Bots & Language Track (Slides)

Slides from the Cognitive Bots & Language Track at the nucl.ai Conference 2015, including presentations about the technology behind IBM Watson, using chatbot technology in Event[0] and generating text with recurrent neural networks.

nucl.ai 2015: Systemic Design and Directors Track (Slides)
Ultimate Coverage August 6th, 2015

nucl.ai 2015: Systemic Design and Directors Track (Slides)

Slides from the Systemic Design and Directors Track of the nucl.ai Conference 2015, including presentations about Spawn Trees in The Witcher: Wild Hunt, AI systems in Fortnite, techniques for orchestrating virtual environments, and building tools for CAD.

nucl.ai 2015: Agent Behavior & Coordination Track (Slides)
Ultimate Coverage August 5th, 2015

nucl.ai 2015: Agent Behavior & Coordination Track (Slides)

Slides from the Agent Behavior & Coordination Track of the nucl.ai Conference 2015, including presentations about STRIPS planning for Final Fantasy XV, case-based reasoning in Killer Instinct, behavior trees in Eve Online, diplomacy in Total War: Atilla, and many more resourses.

nucl.ai 2015: Analytics & Data-Science Track (Slides)
Ultimate Coverage August 4th, 2015

nucl.ai 2015: Analytics & Data-Science Track (Slides)

Slides from the Analytics & Data-Science Track of the nucl.ai Conference 2015, including presentations about measuring skill vs. luck in games like Fable Legends, preventing churn for TOP 11, questions of dynamic pricing in practice, and recommendation systems to personalize experiences.

nucl.ai 2015: Procedural Content Generation Track (Slides)
Ultimate Coverage August 3rd, 2015

nucl.ai 2015: Procedural Content Generation Track (Slides)

Slides from the Procedural Content Generation Track of the nucl.ai Conference 2015, including presentations about generating an entire galaxy of unique planets in No Man's Sky, the characters and cultures in Ultima Ratio Regum, and large terrains with biotopes in Bohemia Interactive Simulation's VBS engine.