The call for papers for the AIIDE ‘08 conference has just expired. This year I’m on the Program Committee, so today I got my hands on four papers to review based on my selected topics. There are some pretty great research projects this year…
However, I find the opening paragraphs that describe the motivation […]
Machine Learning
Chasing Strawmen Out of Game AI Research
May 2nd, 2008 | Editorial | Alex J. Champandard
Real-time Neuroevolution of Augmented Topologies in Video Games
April 17th, 2008 | Theory | Andrew Armstrong
This week’s Thursday Theory article looks at academic research in Neuroevolution of Augmenting Topologies (a.k.a. NEAT) developed at the University of Texas. In particular, you’ll learn how it’s applied at runtime in a video game to allow the actors to learn neat behaviors over time by evolution. (You can curse at the pun if […]
Game AI Roundup Week #14 2008: 11 Stories, 1 Video, 1 Paper, 1 Job
April 6th, 2008 | Roundup | Novack
After a quiet week last week, there’s been an avalanche of news and great content in the world of game AI. In this roundup of smart links on AiGameDev.com, you’ll find book reviews and tips about machine learning, white papers about pathfinding and insights into a few games.
This post is brought to you by […]
An Overview of the AI in Football Games from Cheating to Machine Learning
January 25th, 2008 | Questions | Alex J. Champandard
While the spotlight for AI in games is often on first-person shooters or real-time strategy games, sports games also present some rather unique challenges and solutions. There certainly isn’t as much research or industry experience available to learn from, but enough to get a good overview of what happens behind closed doors at Electronic […]
Reinforcement Learning in Real-Time Strategy Games Using Case-based Reasoning
January 24th, 2008 | Theory | Alex J. Champandard
Machine learning conceptually has many benefits for games, notably for reducing development times and creating AI that can adapt to the player. However, it is difficult to apply in the real-world! Transfer learning can help by improving the speed and quality of the learning. The idea is to use knowledge from previous experiences to […]
Preview of Biologically Inspired Artificial Intelligence for Computer Games (Book)
January 20th, 2008 | Books | Alex J. Champandard
A new book recently came out explaining how to apply biologically inspired AI to games. It covers the classics in computational intelligence such as genetic algorithms, neural networks, artificial immune systems and particle swarm optimizations — not forgetting underrated techniques like reinforcement learning, independent component analysis, and radial basis functions.
I found out about […]
Preview of Pattern Recognition and Neural Networks (Book)
January 6th, 2008 | Books | Alex J. Champandard
For the developers among you looking to take your knowledge of AI and machine learning to the next level of expertise, a new paperback edition of the hardback classic by Brian D. Ripley is scheduled for released in a few days (on the 10th of January to be precise). With an extra 22% […]
GDC Lyon Research Sessions Redux (Part 3)
December 27th, 2007 | Coverage | Alex J. Champandard
This is the third and final part of AiGameDev.com’s coverage of the research sessions relating to artificial intelligence at the GDC in Lyon. Be sure to read part 1 (about concurrent behaviors and Bayesian learning) and part 2 (about Embodied Communicational Agents).
This article in particular covers research into machine learning, and how it can […]
GDC Lyon: AI Sessions Preview & Discounts Available!
November 25th, 2007 | Announcements | Alex J. Champandard
I’ll be in France on the 3rd and 4th of December at the Lyon GDC, giving a talk on using behavior trees for AI logic. There’s a surprisingly large number of game AI sessions generally, so it should be especially interesting for regular AiGameDev.com readers. Coverage will follow over the next couple of […]
Profiling & Modeling Pacman Players for Adaptive AI
November 18th, 2007 | Interviews | Alex J. Champandard
If you’re interested in the idea of profiling and modeling player behaviors for better gameplay, then you may want to help out with Ben Cowley’s current Ph.D. research. He’s looking for volunteers to download and play a few games of Pacman. The data will be used to find correlations between playing styles and […]
Learning to Move Autonomously in a Hostile World
November 15th, 2007 | Theory | Alex J. Champandard
This week’s Thursday Theory post on AiGameDev.com looks into applying reinforcement learning to bridge the gap between animation control and high-level AI logic. Specifically, this review covers autonomous characters that learn to move in a dynamic world, as developed by Leslie Ikemoto from the University of Berkeley.
Do You Think Neural Networks Are Useful for Game AI?
November 13th, 2007 | Discussion | Alex J. Champandard
The applicability of computational intelligence and neural networks (NN) in games is a touchy subject here at AiGameDev.com, and in game developer forums generally. This is particularly interesting because everyone seems to be approaching the issue from a different direction.
Game AI Links Week #38 2007
September 22nd, 2007 | Roundup | Alex J. Champandard
Like every Saturday, it’s time for a fresh batch of Smart Links from around the web. There are some great one this week. And, as always, if you have news or announcements, be sure to send them in.
Solving Games by Graph Search
Mark C. Chu-Carroll over at Good Math, Bad Math shows how […]
The Secret to Building Game AI that Learns Realistically
September 10th, 2007 | Architecture | Alex J. Champandard
Adaptation is a big challenge for game AI, since it either requires a lot of work to implement the different options manually, or it involves using technology that’s hard to predict and control the outcome of the learning. The games industry has been struggling with this for a while now, with varying degrees of success. But one solution shows more promise than any other…
Active Learning for Real-Time Motion Controllers
August 3rd, 2007 | Character Animation | Alex J. Champandard
Siggraph 2007 is around the corner, and that means new technology for game developers to play with! In terms of game AI, the most interesting part of the conference is character animation, as it promises to deliver realistic motion for lower investments.
One paper from University of Washington Animation Research Labs presents an active learning […]
Alternatives to Online Learning for Actor Behaviors
July 19th, 2007 | Game Design | Alex J. Champandard
Games require behaviors that adapt to the player — otherwise they’d just be simulations. Typically, at the mention of the word “adaptation,” most developers think of machine learning (ML). However, even the more advanced AI designs can be implemented without runtime learning.

