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Join the live broadcast about the AI in Dying Light, with Maciej Kurowski from Techland. The game uses a form of planning known as Hierarchical Task Networks (HTN) and applies it to all of the zombies in the game. Given the open-world nature of the game, and the number of enemies, there are some interesting challenges there!
You'll also hear about solutions for networking AI planners, as well as making it possible for characters to traverse all the map without explicitly annotating everything, and how the sensory/perception systems work in the dark sections.
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, why in-place planning was used, and how traversal works in the world.
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Tonights broadcast about crowd animation in films, commercials, and TV series will be going live in about 5 minutes.  See you inside!
This broadcast with Michaël Rouillé, CTO at Golaem, will explain the crowd simulation techniques and tools required to animate convincing crowds in many films (Drakula Untold), TV series (The Walking Dead) and adverts. He'll also discuss how these ideas and tools can be applied within real-time simulations and games.
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Working with deep neural networks can be as simple or as complex as you want it to be! In this tutorial, you'll see the simpler side, covering a wrapper for a more powerful underlying library called pylearn2.

Join us on Thursday at 19:00 UTC for the live broadcast. It's free to attend live, so click now if you want to join!
Using Python is one of the simplest ways to get started with deep learning and neural networks. This tutorial will show you how you can get up and running with PyLearn2 via a simple wrapper library, and the various issues and questions you need to be considering in practice to get things working efficiently and reliably.
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As more games move to an online or free-to-play model, what are the implications for AI?  What kind of server-based AI systems are required to power the co-op gameplay?

Join us on Thursday at 15:00 UTC for this interview with Dmytro Tsakhilov of Crytek Kiev, to dig into the implementation of WARFACE and in particular which systems could be applied from CryEngine.

Click +1 to be notified by Google before this interview goes live!  Notice that the time for this interview is 6h earlier than usual for logistical reasons...
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We're going live in 20 minutes!

+Owen Conniss Yes, it's early for logistical reasons — it wouldn't have been possible otherwise.
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Join the broadcast on Thursday at 20:00 UTC for an interview with Omar Ahmad about the animation technology in mobile game Shark Eaters: Rise of the Dolphins. The game takes a very different approach to animating the fish and sea mammals that populate the world, inspired by neurology and motoric learning.

If you'd like to be notified by Google before this broadcast goes live, click on +1!
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Going live in 10 minutes from now. See you inside :-)
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Join us tomorrow at 19:00 UTC for the last interview of the year with Insomniac's Jan Mueller, digging into various parts of the AI behind Sunset Overdrive.  In particular, we'll cover the Boss AI as well as the companion dog AI — and some of the challenges in scaling to a large world.

If you want to be notified by Google before this broadcast starts, click +1 :-)
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Going live in about 10 minutes.  See you inside!
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Prototype video of Ubisoft Toronto's IK Rig, an implementation of a runtime rig for characters that uses inverse kinematics. For details, join us at #nuclai15 for presentations by Alexander Bereznyak about the IK Rig, and Michael Büttner about the underlying Motion Fields implementation.

http://nucl.ai/

On July 22nd, an entire track is dedicated to a course on modern Character Animation Technology. Tickets are available for the full content on-site, but there will be a partial stream online as well!
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Both commonly used techniques for simulating crowd movement have their challenges. Steering does not look particularly human-like, and velocity-based approaches like ORCA don't scale very well to larger crowds and have their own challenges.

In this interview with Ioannis Karamouzas, we'll look into another approach that's based on modeling human behavior captured from a variety of real-world scenarios, also known as the Power Law. Find out how you can integrate it into your games to improve individual, group and crowd behaviors.

Click +1 if you want to be notified by Google before this broadcast goes live on Thursday, at 19:00 UTC.
This interview with Ioannis Karamouzas, researcher in Applied Motion at the University of Minnesota, will cover the topics of improving steering behaviors in crowd simulations. In particular, you'll hear how gathering data from humans interactions revealed some universal equations for controlling the forces in steering, and how it can be applied in practice with very little code — to improve your own simulations.
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Going live in about 10 minutes.  See you inside!
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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?

Join the broadcast on Thursday at 20:00 UTC for an introduction to modern neural network techniques, both the representations and algorithms — with a focus on game applications.

Click +1 if you want to be notified by Google before this broadcast goes live!
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Going live in 13 minutes, see you inside!
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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. For each, we've included the community vote results as well as the editor's choice. This year as the last, the nominations were already highly competitive!
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.
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As the end of the year approaches, it's a great time to reflect on some of the best releases of the year.  We gathered your favorite games of 2014:
    http://aigamedev.com/vote

Feel free to take a look for inspiration of games to play, and if you spent any time in the games on the list, please rate them for our yearly Awards for Game AI!
Rate the games you played this year according to each category below. Don't vote for the games you didn't play.
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Star Citizen is one of the most ambitious games in development, powered by millions of crowd sourced dollars.  It's designed to be highly realistic, for example the flight physics, which obviously makes the AI challenging to build.

This broadcast with Kythera's Lead Architect Matthew Jack will dig into the flight simulation AI that supports dog-fighting, as well as some aspects of the upcoming FPS module from the perspective of the technology that powers the game.

The interview is free to attend live, and you can get notified by Google before this goes online by clicking +1 below.
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We'll be going live in 7 minutes.  See you shortly!
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Latest Blog Posts, Features and Broadcasts from Your Online Hub for Game/AI
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AiGameDev.com is the largest online community and resource for artificial intelligence in games, catering to professionals and AAA studios all the way to independent developers and hobbyists.