Featured Highlights

Beard Stroking: Why Realistic Graphics and DX12 Are Great for AI
Open Editorial May 20th, 2015

Beard Stroking: Why Realistic Graphics and DX12 Are Great for AI

It's become a cliche among the gameplay & AI programmers to joke about the futility of graphical improvements towards hyper-realism. To help paint a more complete picture — knowing how seriously such musing can be taken for an audience missing the context — this post outlines some of the major reasons why improvements in graphics are a tremendous thing for AI.

Evolve: Building PvP Artificial Intelligence for Hunters and Monsters
Insider Broadcast July 9th, 2015

Evolve: Building PvP Artificial Intelligence for Hunters and Monsters

This interview with Troy Humphrey's digs into the AI behind Evolve, from the underlying systems to the gameplay behaviors. Troy will share details about the technology and insights from development.

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Dying Light's Zombies and HTN Planning in Open Worlds
Premium Interview June 12th, 2015

Dying Light's Zombies and HTN Planning in Open Worlds

Building open-world AI that scales from large numbers of simple zombies to more intelligent bosses is an interesting challenge! This interview with Maciej Kurowski from Techland, covers the Hierarchical Task Network behind the game's AI. In particular, how it's connected to the sensory system, the networking of plans, why in-place planning was used, and how traversal works in the world.

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Premium Release June 1st, 2015

GitHub Access for PREMIUM and ULTIMATE

GitHub Access for PREMIUM and ULTIMATE

You can now access the AiGameDev.com repositories on GitHub. These are used to various prototypes, libraries and other source code relating to your membership and upcoming conferences. Here's how it works...

Premium Release May 27th, 2015

Operation DragNet in The AI Sandbox

Operation DragNet in The AI Sandbox

Keen to experiment with coordinated search? The source code for the coordinated search tutorial is now available, along with bonus access to The AI Sandbox. You'll find a simple tactical pathfinder as well as a corridor map implementation, written in Python with extensive comments.

Insider Newsletter April 22nd, 2015

Group Steering & Crowds Broadcasts, Early Bird ...

Group Steering & Crowds Broadcasts, Early Bird Sale for nucl.ai

Upcoming broadcasts about group steering and crowd simulation, last chance for Early Bird tickets at nucl.ai and Neural Network libraries...

Open Article April 16th, 2015

Paper Bot: Automated Highlights from a Database of ...

Paper Bot: Automated Highlights from a Database of 474 Papers

The @AiGameDev Twitter bot automatically posts interesting highlights from research papers gathered from recent CIG and AIIDE conferences. It uses some simple image-based techniques to find things to post, powered by Python and libraries such as scikit-image and scipy. Find out how it was done and look at some examples...

Insider Newsletter March 11th, 2015

Machine Learning Buzz, nucl.ai and Call for ...

Machine Learning Buzz, nucl.ai and Call for Speakers

It's been a very fast pace start to 2015! The fact the last newsletter was written months ago without us realising is a sign of this. First, we announced the Game/AI Conference 2015, then there was an academic seminar at Dagstuhl in Germany, and finally GDC took place last week.

Open Editorial December 31st, 2014

Games of the Year: The 2014 AiGameDev.com Awards ...

Games of the Year: The 2014 AiGameDev.com Awards for Game AI

Every year AiGameDev.com hosts the Awards for Game AI, shining the spotlight on the best releases of the past twelve months. There are six different awards, ranging from technology to design and of course overall game of the year.