Premium Features

Bonus: A Flanking Opportunity in The AI Sandbox
Premium Release March 28th, 2015

Bonus: A Flanking Opportunity in The AI Sandbox

Keen to experiment with tactical pathfinding? The source code for the flanking tutorial is now available, along with bonus access to The AI Sandbox. You'll find a grid-based tactical pathfinder as well as one based on a corridor map, written in Python with extensive comments.

Deep Gabe: Machine Learning from Steam Data with Neural Networks
Premium Presentation March 17th, 2015

Deep Gabe: Machine Learning from Steam Data with Neural Networks

Over the past few years, deep learning has revolutionized the technology sector by providing significantly better results on classification or prediction problems that were previously impractical for machine learning. What are the benefit for game developers? What's the catch? This presentation is a practical introduction to deep neural networks, using millions of public player profiles and thousands of games ...

To Infinity (and NaN?) with Deep Reinforcement Learning in PlanetWars
Premium Tutorial March 4th, 2015

To Infinity (and NaN?) with Deep Reinforcement Learning in PlanetWars

This tutorial with Spyridon Samothrakis will cover the techniques and tricks for applying Reinforcement Learning using Neural Networks, particularly to the problem of PlanetWars. You'll learn the different approaches for solving the problem, what needs to be done for it to work at all, and how best to tear your hair out when it doesn't work!

Resistance Bots: Authoring AI that's Crafty and Chatty!
Premium Tutorial February 24th, 2015

Resistance Bots: Authoring AI that's Crafty and Chatty!

This tutorial will show you how to write bots for The Resistance that are both intelligent and chatty! In particular, you'll learn about building bots that are able to run searches to determine the best course of action, as well as how to use text-to-speech (TTS) and speech-to-text facilities in the framework. If you're curious about building AI for board/card games, find out more in this broadcast!

Server-based FPS AI Technology and Co-Op Design in WARFACE
Premium Interview February 13th, 2015

Server-based FPS AI Technology and Co-Op Design in WARFACE

How are server-based AI systems built for modern free-to-play shooters? This interview with Dmytro Tsakhilov of Crytek Kiev, you'll hear about the implementation of WARFACE's enemy behaviors that populate the game's co-op mode. You'll also learn about the underlying systems built to run scalably on the game's servers.

Introduction to Modern Neural Networks for Game Developers
Premium Presentation February 7th, 2015

Introduction to Modern Neural Networks for Game Developers

The last time neural networks were popular it was the early 90s! What has changed since then and how come modern NN can solve the hardest problems now? This is an introduction presentation about neural network technology from the low-level representation to the training algorithms, with a particular focus on the recent advances in the field as well as game applications.

Biomechanically Animated Dolphins in Shark Eaters
Premium Interview January 31st, 2015

Biomechanically Animated Dolphins in Shark Eaters

This interview with Omar Ahmad looks at the animation technology in mobile game Shark Eaters: Rise of the Dolphins. The game features a different system that animates skeletal rigs — inspired by neurology and learning of motor control. The result are smoothly animated fish and water mammals whose behavior partly emerges from the animation.

Sunset Overdrive from Boss Behaviors to Open-World AI Optimization
Premium Interview January 4th, 2015

Sunset Overdrive from Boss Behaviors to Open-World AI Optimization

Join Insomiac's Jan Mueller for a look into the AI behind XBox One exclusive Sunset Overdrive. In particular, you'll hear about the challenges and solutions for building compelling boss AI, how to create a good dog companion, and general solutions for enemy AI in open-world where players traverse very fast!

The AI Behind Star Citizen's Flight Simulation and On-Foot Combat
Premium Interview December 4th, 2014

The AI Behind Star Citizen's Flight Simulation and On-Foot Combat

This interview with Matthew Jack digs into the technical details behind the technology that powers Star Citizen, in particular for Arena Commander: a dog-fighting and flight simulation module for the game. This includes the maneuver splines and 3D velocity obstacles, as well as behavior trees and live inspectors. You'll see the debugging tools in action, as well as the wider challenges of building a living ...

Strategic Neurons and Spherical AI for Planetary Annihilation
Premium Interview November 24th, 2014

Strategic Neurons and Spherical AI for Planetary Annihilation

Building an AI that can scale to large planets is no easy task, and doing so with a Neural Network adds its own additional challenges! In this interview with Mike Robbins, Software Engineer at Uber Entertainment, you'll learn lessons learned applying machine learning to this highly acclaimed RTS title — as well as dealing with strategy on multiple spherical planets.