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Stagione 2016
Data di messa in onda
Gen 31, 2016
www.aiandgames.com
www.patreon.com/ai_and_games
In September 2015 we gave a talk at the Rezzed sessions of the EGX 2015 event in the NEC in Birmingham, UK. In this talk, we aimed at
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www.aiandgames.com
www.patreon.com/ai_and_games
In September 2015 we gave a talk at the Rezzed sessions of the EGX 2015 event in the NEC in Birmingham, UK. In this talk, we aimed at establishing 'what' AI research is, why people do it and what are the big issues we are tackling in this modern day.
A write-up of the lecture can be found over on AIandGames at:
http://aiandgames.com/why-science-loves-gaming/
Data di messa in onda
Apr 14, 2016
Game design is an intricate combination of common sense with video game aesthetics to create something fun and interesting for players. It is an entirely subjective process that varies
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Game design is an intricate combination of common sense with video game aesthetics to create something fun and interesting for players. It is an entirely subjective process that varies depending on the type of game we are making and the experience the designer hopes to invoke. While we know good design when we see it, it often takes time for these to take shape in the final version of a game.
So how do you translate this intrinsically creative process to a piece of artificially intelligent software? Can an AI be creative? Can it build something that resonates with humans? How do we quantify that? How can an AI know what might be 'cool' or 'interesting'? We take a look at a body of work in game development and research that is moving towards building the first generation of AI game designers: the games that use intelligent design systems as part of gameplay, tools that use AI to help human designers and AI systems that make entire games by themselves!
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Read the accompanying blog post on AI and Games:
http://aiandgames.com/not-bad-for-a-human/
Follow AI and Games on Twitter: http://www.twitter.com/AIandGames
Like AI and Games on Facebook:
http://www.facebook.com/AIandGames
Support AI and Games on Patreon:
http://www.patreon.com/AI_and_Games
Games Shown in this Video:
Super Mario Maker (2015)
Spelunky HD (2012)
Borderlands 2 (2012)
No Man's Sky (2016)
Galactic Arms Race (2010)
Mario Maker Level id's:
#1 C517-0000-000F-9128
#2 9525-0000-003B-F371
Special thanks to the following researchers whose work is discussed in this video (in order I remembered to add you).
Ben Weber
Steve Dahlskog
Matthew Guzdial
Julian Togelius
Gillian Smith
Michael Cook
Erin Hastings
Kenneth O. Stanley
Cameron Browne
Alex. J. Champandard
Michael Cook
Gabriella Barros
Antonios Liapis
Becky Lavender
Adam Summerville
Staffan Bjork
Georgios Yannakakis
2016x3
HTN Planning in Transformers: Fall of Cybertron | AI and Games
Episode overview
Data di messa in onda
Giu 10, 2016
www.aiandgames.com
www.patreon.com/ai_and_games
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In previous videos, we have discussed the Goal Oriented Action Planning (GOAP) framework: a game AI method adopting classical
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www.aiandgames.com
www.patreon.com/ai_and_games
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In previous videos, we have discussed the Goal Oriented Action Planning (GOAP) framework: a game AI method adopting classical STRIPS-based planning for the F.E.A.R. trilogy. In this video, we look at the evolution of planning in games, focussing on the Transformers: Cybertron series by High Moon Studios. We not only discuss how GOAP was adopted in the series, but also introduce an alternate method, known as Hierarchical Task Network (HTN) planning.
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Read the accompanying blog post on AI and Games:
http://aiandgames.com/cybertron-intel/
Follow AI and Games on Twitter: http://www.twitter.com/AIandGames
Like AI and Games on Facebook:
http://www.facebook.com/AIandGames
Support AI and Games on Patreon:
http://www.patreon.com/AI_and_Games
Music used in this video taken from "Transformers: The Movie" (1986), specifically:
The Touch" by Stan Bush.
"The Transformers" by LION
"Hunger" by Spectre General (Kick Axe)
"Autobots vs Decepticons", "Through the Monster's Eye" and "United Against the Enemy" by Vince DiCola.
Special thanks to the following developers and researchers whose work is discussed in this video (in order I remembered to add you).
Rory Driscoll
Alex Champandard
Troy Humphries
Eric Jacopin
Data di messa in onda
Ago 15, 2016
Want to learn even more about the AI of Alien: Isolation? Check out my second video on the
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Want to learn even more about the AI of Alien: Isolation? Check out my second video on the topic:
https://www.youtube.com/watch?v=P7d5lF6U0eQ
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http://www.patreon.com/ai_and_games
http://www.aiandgames.com
I sneak a peek under the hood of survival horror game 'Alien: Isolation' and explore how developers Creative Assembly pulled it off. I highlight the design principles established (and broken) in the production of Alien: Isolation, as well as some of the more interesting implementation details made within the Xenomorph's layered AI system.
Chapters
[00:00] Introduction
[02:18] Design Principles
[04:57] The AI Systems
[05:59] The Director
[08:23] The Xenomorph
[12:43] Closing
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Inspired by Andy Bray's 2016 talk "It's in the Vents: The AI of Alien Isolation"
http://events.nucl.ai/track/systemic/
Opening track:
"Scaring the Bejeezus Out of Your Orchestra"
by TeknoAXE: http://www.youtube.com/watch?v=YF0F1fqgpPg
Licensed under a Creative Commons Attribution 4.0 International License
#AlienIsolation #Sega #NintendoSwitch
2016x5
Ultimo episodio della stagione
Behind The Systemic AI of Far Cry | AI and Games
Episode overview
Data di messa in onda
Ott 03, 2016
www.patreon.com/ai_and_games
www.aiandgames.com
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We continue our exploration of director-style AI in AAA titles as we head for the mountain ranges of Kyrat and take a look at
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www.patreon.com/ai_and_games
www.aiandgames.com
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We continue our exploration of director-style AI in AAA titles as we head for the mountain ranges of Kyrat and take a look at the systemic design of the Far Cry series.
Opening Track:
"Knights of Cydonia" by Muse.
Black Holes and Revelations, 2006.
Inspired by the 2014 Game/AI Conference talk: "A Manifesto for Systemic Gameplay".
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