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Stagione 2019
2019x1
Behaviour Trees: The Cornerstone of Modern Game AI | AI 101
Episode overview
Data di messa in onda
Gen 02, 2019
As the new series of AI 101 continues I take a look at behaviour trees - arguably the dominant AI technique in AAA games - and tell you how they work.
If you're interested in learning
.. show full overview
As the new series of AI 101 continues I take a look at behaviour trees - arguably the dominant AI technique in AAA games - and tell you how they work.
If you're interested in learning more about behaviour trees here are some links to some resources you might find useful:
Chris Simpson: "Behaviour Trees for AI - How They Work"
http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php
Alex Champandard: "Understanding Behaviour Trees"
http://aigamedev.com/open/article/bt-overview/
Epic Games: "Behaviour Tree (Unreal Engine 4 Documentation)"
https://docs.unrealengine.com/en-us/Engine/AI/BehaviorTrees
--
AI and Games is series on research and applications of Artifical Intelligence in video games. It's is supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
--
Games in this episode (in order of appearance):
Halo 2
Far Cry Primal
Tom Clancy's The Division
Halo 3
Spec Ops: The Line
Ghost Recon: Wildlands
Batman: Arkham Asylum
F.E.A.R.
DOOM
BioShock: Infinite
Alien: Isolation
--
Soundtrack for this episode is "Twilight Metropolis A" and "This is My City" by TeknoAxe under the terms of a Creative Commons 4.0 license.
https://www.patreon.com/teknoaxe
https://www.youtube.com/user/teknoaxe
#gamedev #ArtificialIntelligence #BehaviourTrees
2019x2
Why Friendly AI Cheat in Ghost Recon Wildlands | AI and Games
Episode overview
Data di messa in onda
Gen 16, 2019
Sometimes if you want to make your game work as intended, you need to cheat a little bit. In this video I examine one of the best 'cheating' AI systems in recent years: the companion AI
.. show full overview
Sometimes if you want to make your game work as intended, you need to cheat a little bit. In this video I examine one of the best 'cheating' AI systems in recent years: the companion AI of 2017's Ghost Recon Wildlands.
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You can read the article based on this video on the AI and Games website: https://aiandgames.com/ghost-recon-wildlands/
And on Gamasutra:
http://www.gamasutra.com/blogs/TommyThompson/20190124/333902/Why_Friendly_AI_Cheat_in_Ghost_Recon_Wildlands.php
This video is inspired by the Game AI North (2017) talk:
"Teammates AI in the systemic open world of Ghost Recon Wildlands" by Mathias Rolland (Ubisoft Montpellier)
http://gameainorth.com/2017/
Chapters
[00:00] Introduction
[01:48] The Ghost Squad
[04:54] The Incursion
[11:10] Other Fun Facts
[12:27] Closing
--
AI and Games is series on research and applications of Artifical Intelligence in video games. It's is supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
--
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
--
Music in this video (in order) from the Ghost Recon Wildlands soundtrack by Alain Johannes:
"Hunting La Santera"
"Catch Me If You Can"
"Wildlands"
#GhostRecon #gaming #AI
2019x3
The AI of Horizon Zero Dawn | Part 1: Rise of the Machines | AI and Games
Episode overview
Data di messa in onda
Gen 25, 2019
In Guerilla Games 2017 release 'Horizon Zero Dawn', the landscapes of the future are ruled by 'the machines': mechanical animals of varying shapes in and sizes. In this first of two
.. show full overview
In Guerilla Games 2017 release 'Horizon Zero Dawn', the landscapes of the future are ruled by 'the machines': mechanical animals of varying shapes in and sizes. In this first of two videos, I look at the myriad of AI systems built to support this mechanical wildlife and the decision making systems that allow them to think both independently and as part of a herd.
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You can read the article based on this video on the AI and Games website:
http://www.aiandgames.com/hzd-part1/
--
This video is inspired by the following developer talks:
"Beyond Killzone: Creating New AI Systems for Horizon Zero Dawn"
by Julian Berteling, GDC 2018.
"The AI of Horizon Zero Dawn"
by Arjen Beij, Game AI North 2017.
"Putting the AI back into Air: Navigating the Air Space of Horizon Zero Dawn"
by Wouter Josemans, Game AI North 2017
--
AI and Games is series on research and applications of Artifical Intelligence in video games. It's is supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
--
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
--
Music in this video from the Horizon Zero Dawn soundtrack by Joris De Man.
#HorizonZeroDawn #gamedev #AI
2019x4
The AI of Horizon Zero Dawn | Part 2: Metal Militia | AI and Games
Episode overview
Data di messa in onda
Gen 30, 2019
In this closing video of my case study on the AI of Guerilla Games 'Horizon Zero Dawn', I explore the AI systems used by individual machines. How sensors systems are calibrated uniquely
.. show full overview
In this closing video of my case study on the AI of Guerilla Games 'Horizon Zero Dawn', I explore the AI systems used by individual machines. How sensors systems are calibrated uniquely for each machine type and the range of navigation tools that enable for dynamic movement both on land and in the air.
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You can read the article based on this video on the AI and Games website:
http://www.aiandgames.com/hzd-part2/
--
This video is inspired by the following developer talks:
"Beyond Killzone: Creating New AI Systems for Horizon Zero Dawn"
by Julian Berteling, GDC 2018.
"The AI of Horizon Zero Dawn"
by Arjen Beij, Game AI North 2017.
"Putting the AI back into Air: Navigating the Air Space of Horizon Zero Dawn"
by Wouter Josemans, Game AI North 2017
--
AI and Games is series on research and applications of Artifical Intelligence in video games. It's is supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
--
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
--
Music in this video from the Horizon Zero Dawn soundtrack by Joris De Man.
#HorizonZeroDawn #gamedev #AI
2019x5
Augmented Reaction: Vanquish - 9 Years Later | Design Dive
Episode overview
Data di messa in onda
Apr 23, 2019
In this first episode of Design Dive for 2019 I return to the cult cover shooter Vanquish. As I revisit the game for the first time in almost nine years I realise that while my love for
.. show full overview
In this first episode of Design Dive for 2019 I return to the cult cover shooter Vanquish. As I revisit the game for the first time in almost nine years I realise that while my love for this game is well deserved, it is also slightly blinded by nostalgia.
Design Dive is the series on AI and Games where I explore how artificial intelligence impacts game design and vice versa.
#Vanquish #SEGA #PlatinumGames
--
AI and Games is series on research and applications of Artificial Intelligence in video games. It is supported through and wouldn't be possible without the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
Music in this episode is from the Vanquish soundtrack composed by Masafumi Takada, Erina Niwa & Masakazu Sugimori.
2019x6
Building Mario Levels with Machine Learning | AI and Games
Episode overview
Data di messa in onda
Mag 10, 2019
It's been 10 years since the first ever Mario AI Competition, so I return to the world of Super Mario level generation research and catch up one some of the more interesting examples
.. show full overview
It's been 10 years since the first ever Mario AI Competition, so I return to the world of Super Mario level generation research and catch up one some of the more interesting examples that have arisen in recent years.
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You can read the article based on this video on the AI and Games website and on Medium:
http://www.medium.com/@t2thompson/mariomakers-8a67b25866dd
http://www.aiandgames.com/mario-makers
--
This video uses footage of Super Mario Bros. from World of Longplays:
https://www.youtube.com/watch?v=rc62hFksKo4
Video footage of 4K Metroid Prime 2 from YouTube channel iamthegr34td3str0y3r:
https://www.youtube.com/watch?v=39xrl9z2ZZs
This video is inspired by the following AI research papers and projects:
NOOR SHAKER:
http://lynura.com/publications.php
STEVE DAHLSKOG:
Steve Dahlskog and Julian Togelius (2012): Patterns and Procedural Content Generation. Proceedings of the FDG Workshop on Design Patterns in Games (DPG).
http://julian.togelius.com/Dahlskog2012Patterns.pdf
Steve Dahlskog and Julian Togelius (2013): Patterns as Objectives for Level Generation. Proceedings of the Workshop on Design Patterns in Games at FDG.
http://julian.togelius.com/Dahlskog2013Patterns.pdf
Steve Dahlskog and Julian Togelius (2014): A Multi-level Level Generator. Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG).
http://julian.togelius.com/Dahlskog2014Multi.pdf
Steve Dahlskog, Julian Togelius and Mark J. Nelson (2014): Linear levels through n-grams. Proceedings of Academic MindTrek.
http://julian.togelius.com/Dahlskog2014Linear.pdf
ADAM SUMMERVILLE:
Summerville, A.J., Philip, S., & Mateas, M. (2015). MCMCTS PCG 4 SMB : Monte Carlo Tree Search to Guide Platformer Level Generation.
https://pdfs.semanticscholar.org/79f1/edef6f59446144bd348599e6138ee78589ea.pdf
Summerville, A., & Mateas, M. (2016). Super Mario as a String: Platformer Level Generation Via LSTMs.
https://arxiv.org/pdf/1603.00930.pdf
Data di messa in onda
Mag 28, 2019
In this episode of AI 101 I explore Finite State Machines: one of the most important AI techniques to ever be adopted in games. I explain the theory of how it works and their
.. show full overview
In this episode of AI 101 I explore Finite State Machines: one of the most important AI techniques to ever be adopted in games. I explain the theory of how it works and their application in the game that defined game AI for a generation: Half-Life.
If you're interested in learning more about finite state machines here are some links to some resources you might find useful:
Finite State Machines: Theory & Implementation (Fernando Bevilacqua)
https://gamedevelopment.tutsplus.com/tutorials/finite-state-machines-theory-and-implementation--gamedev-11867
Common Ways to Implement Finite State Machines in Games (Alex Champandard):
http://aigamedev.com/open/article/fsm-implementation/
Plus if you want to look at the Half Life SDK and AI source code, check these links out:
The Half-Life SDK:
http://metamod.sourceforge.net/files/sdk/
The AI from Half-Life’s SDK in Retrospective (Alex Champandard):
http://aigamedev.com/open/article/halflife-sdk/
--
AI and Games is series on research and applications of Artifical Intelligence in video games. It is a show that wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
--
Games in this episode (in order of appearance):
Half-Life
Batman: Arkham Asylum
Halo 2
F.E.A.R.
DOOM (2016)
--
The soundtrack for this episode listed below is by TeknoAxe and used under the terms of a Creative Commons 4.0 license.
Major Malfunction
Mellow Aether
Repairing a Plasma Conduit
https://www.patreon.com/teknoaxe
https://www.youtube.com/user/teknoaxe
#HalfL
2019x8
Building a Pirate's Paradise in Sea of Thieves | AI and Games
Episode overview
Data di messa in onda
Mag 30, 2019
In the first of a four-part series I go behind the scenes of online pirate adventure game 'Sea of Thieves'. Including interviews with several gameplay programmers at Rare who worked on
.. show full overview
In the first of a four-part series I go behind the scenes of online pirate adventure game 'Sea of Thieves'. Including interviews with several gameplay programmers at Rare who worked on everything from mission construction, server balancing for AI characters, AI navigation on-land and at sea, plus the inner workings of the skeletons, pigs, chickens, snakes, sharks, megaladons, krakens and haunted ships.
In this first episode I interview three developers - Andy Bastable, Rob Masella and Stuart Holland - about the early days of the games development, the underlying AI architectures and the procedural mission generation and balancing systems.
Check out the rest of the AI of Sea of Thieves episodes:
Part 1 (Mission and World Design): https://youtu.be/SCe0_ymiiSo
Part 2 (Skeletons and Sharks): https://youtu.be/V3inbQfFQb8
Part 3 (Megaladons, Krakens and Skeleton Ships): https://youtu.be/mZOZyCenz1E
Part 4 (Testing and QA): https://youtu.be/Bu4YV4be6IE
--
This video is brought to you in conjunction with the UKIE's '30 Years of Play': celebrating the past, present and future of the UK interactive entertainment industry. Visit their website for links to interviews, videos, podcasts and events.
https://30yearsofplay.uk/
--
You can read the article based on this video on the AI and Games website and on Gamasutra:
http://aiandgames.com/seaofthieves1
https://www.gamasutra.com/blogs/TommyThompson/20190604/343937/Building_a_Pirates_Paradise_The_AI_of_Sea_of_Thieves_Part_1.php
--
AI and Games is series on research and applications of Artifical Intelligence in video games. It's is supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
--
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter
2019x9
The Secrets of Skeleton and Shark AI in Sea of Thieves | AI and Games
Episode overview
Data di messa in onda
Giu 03, 2019
In part two of my series looking at the AI of online pirate adventure game 'Sea of Thieves', I explore the mechanisms behind the basic non-player characters in the game. First I look at
.. show full overview
In part two of my series looking at the AI of online pirate adventure game 'Sea of Thieves', I explore the mechanisms behind the basic non-player characters in the game. First I look at the skeletons, followed by the ambient pigs, snakes and chickens and close up the episode by exploring the AI behind the sharks. All with a little help from the gameplay programmers at Rare who worked on these systems.
Check out the rest of the AI of Sea of Thieves episodes:
Part 1 (Mission and World Design): https://youtu.be/SCe0_ymiiSo
Part 2 (Skeletons and Sharks): https://youtu.be/V3inbQfFQb8
Part 3 (Megaladons, Krakens and Skeleton Ships): https://youtu.be/mZOZyCenz1E
Part 4 (Testing and QA): https://youtu.be/Bu4YV4be6IE
--
This video is brought to you in conjunction with the UKIE's '30 Years of Play': celebrating the past, present and future of the UK interactive entertainment industry. Visit their website for links to interviews, videos, podcasts and events.
https://30yearsofplay.uk/
--
You can read the article based on this video on the AI and Games website:
http://aiandgames.com/seaofthieves2
--
AI and Games is series on research and applications of Artifical Intelligence in video games. It's is supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
--
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
--
#SeaOfThieves #30YearsOfPlay
2019x10
How Megalodon, Kraken and Skeleton Ships Haunt the Sea of Thieves | AI and Games
Episode overview
Data di messa in onda
Giu 10, 2019
In part three of my series looking at the AI of online pirate adventure game 'Sea of Thieves', I explain the AI behind the three boss enemies that exist in the open waters. The
.. show full overview
In part three of my series looking at the AI of online pirate adventure game 'Sea of Thieves', I explain the AI behind the three boss enemies that exist in the open waters. The Megaladon, the Kraken and the Skeleton Ships - also known as Megan, Karen and Skevin - have their own unique AI systems and we hear first hand about their development from some of the software engineers responsible at Rare.
Check out the rest of the AI of Sea of Thieves episodes:
Part 1 (Mission and World Design): https://youtu.be/SCe0_ymiiSo
Part 2 (Skeletons and Sharks): https://youtu.be/V3inbQfFQb8
Part 3 (Megaladons, Krakens and Skeleton Ships): https://youtu.be/mZOZyCenz1E
Part 4 (Testing and QA): https://youtu.be/Bu4YV4be6IE
--
This video is brought to you in conjunction with the UKIE's '30 Years of Play': celebrating the past, present and future of the UK interactive entertainment industry. Visit their website for links to interviews, videos, podcasts and events.
https://30yearsofplay.uk/
--
You can read the article based on this video on the AI and Games website:
http://aiandgames.com/seaofthieves3
--
AI and Games is series on research and applications of Artifical Intelligence in video games. It's is supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
--
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
--
#SeaOfThieves #30YearsOfPlay
2019x11
How Rare Tests Sea of Thieves to Stop Bugs Reaching Players | AI and Games
Episode overview
Data di messa in onda
Giu 11, 2019
In this fourth and final entry of my series on 'Sea of Thieves', I explore how the test-driven development influences the process of identifying and resolving bugs for AI and other
.. show full overview
In this fourth and final entry of my series on 'Sea of Thieves', I explore how the test-driven development influences the process of identifying and resolving bugs for AI and other gameplay systems, with comments from software engineers who pioneered the approach at Rare.
Check out the rest of the AI of Sea of Thieves episodes:
Part 1 (Mission and World Design): https://youtu.be/SCe0_ymiiSo
Part 2 (Skeletons and Sharks): https://youtu.be/V3inbQfFQb8
Part 3 (Megaladons, Krakens and Skeleton Ships): https://youtu.be/mZOZyCenz1E
Part 4 (Testing and QA): https://youtu.be/Bu4YV4be6IE
--
This video is brought to you in conjunction with the UKIE's '30 Years of Play': celebrating the past, present and future of the UK interactive entertainment industry. Visit their website for links to interviews, videos, podcasts and events.
https://30yearsofplay.uk/
--
You can read the article based on this video on the AI and Games website:
http://aiandgames.com/seaofthieves4
--
AI and Games is series on research and applications of Artifical Intelligence in video games. It's is supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
--
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
--
#SeaOfThieves #30YearsOfPlay
Data di messa in onda
Giu 27, 2019
Goldeneye 007 is one of the most cherished games of the 1990s, the third best-selling Nintendo 64 game of all time and paved the way for the FPS genre on consoles. But it's also one of
.. show full overview
Goldeneye 007 is one of the most cherished games of the 1990s, the third best-selling Nintendo 64 game of all time and paved the way for the FPS genre on consoles. But it's also one of the most influential games on modern game AI and in this episode I'm going to discuss why that is the case.
If you want to know how the GoldenEye AI actually works? Well I have another video dedicated to just that:
https://www.youtube.com/watch?v=M9sOE376tzk
Design Dive is the series on AI and Games where I explore how artificial intelligence impacts game design and vice versa.
#Goldeneye #JamesBond25 #Nintendo64
--
AI and Games is series on research and applications of Artificial Intelligence in video games. It is supported through and wouldn't be possible without the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
Music in this episode in chronological order:
MetalLegend64
Goldeneye OO7 - Byelomorye Dam (Metal Cover)
https://www.youtube.com/watch?v=CkBs-2Yv1Es
https://soundcloud.com/6metal6legend6/goldeneye-oo7-byelomorye-dam-metal-cover
Tracks from the Goldeneye OST Remake by Brandon Wiebe
https://www.youtube.com/watch?v=TyspweHYBd4
- Menu Screen
- Pause Menu
- Facility
- Archives
- Dam
Data di messa in onda
Lug 01, 2019
GoldenEye 007 is one of the most critically acclaimed games of all time, but how did they even get it to work on a Nintendo 64? In this episode I reveal the secrets of how a small team
.. show full overview
GoldenEye 007 is one of the most critically acclaimed games of all time, but how did they even get it to work on a Nintendo 64? In this episode I reveal the secrets of how a small team at Rare built the ultimate James Bond experience, with friendly and enemy AI that defined a generation and set the standard for FPS games moving forward. With help from Dr David Doak - who was the level and AI designer at Rare during development of the game.
Want to catch my Design Dive episode on the legacy of GoldenEye 007? Well click here then:
https://www.youtube.com/watch?v=1MBASU-gVoQ
Chapters
[00:00] Introduction
[01:14] About the Game
[03:50] Building the Architecture
[08:24] AI Execution
[11:37] Design Challenges
[14:28] Closing
--
You can read the article based on this video on the AI and Games website:
http://aiandgames.com/goldeneye
--
You can follow David Doak over on Twitter:
https://twitter.com/drdoak
--
AI and Games is series on research and applications of Artifical Intelligence in video games. It's is supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
http://www.ko-fi.com/AIandGames
--
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games (and me) on Facebook, Twitter and Instagram:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.instagram.com/aiandgames/
http://www.twitter.com/GET_TUDA_CHOPPA
--
Music in this episode (in order of appearance):
- Start screen music from Goldeneye 007 by Grant Kirkhope
Tracks from the Goldeneye OST Remake by Brandon Wiebe
https://www.youtube.com/watch?v=TyspweHYBd4
- Menu Screen
- Frigate
- Archives
- Caverns
- End Credits
--
Additional video footage in this episode:
Virtua Cop by YouTube User 'DAZZYVANDAM RETRO GAMING'
https://www.you
2019x14
Sandbox Assassin: The AI of Hitman (2016) | AI and Games
Episode overview
Data di messa in onda
Ago 05, 2019
Hitman (2016) was a refreshing take on IO Interactive's beloved franchise that returned Agent 47 to his roots. These vast new playgrounds are full of AI characters living their lives,
.. show full overview
Hitman (2016) was a refreshing take on IO Interactive's beloved franchise that returned Agent 47 to his roots. These vast new playgrounds are full of AI characters living their lives, blissfully unaware of the players presence. In this episode I explore the suite of AI systems running under the hood that allows for thousands of AI characters to be active in a given level for both Hitman and 2018's Hitman 2.
Special thanks to IO Interactive and their community and AI teams for reaching out to me on Twitter and offering to help! This final version of the episode not only has the seal of approval from the studio, but also has new information not available in my research sources.
Chapters
[00:00] Introduction
[01:02] The Hitman franchise
[04:44] The Hitman AI Architecture
[13:05] The Crowd AI System
[19:27] The AI of Hitman 2016
[25:32] AI-Driven Animation
[28:45] The AI of Hitman 2
[30:53] Closing
This video is based on the following presentations:
"Creating the AI for the Living, Breathing World of Hitman Absolution" by Mika Vehkala, GDC Europe 2013.
"Crowds in Hitman: Absolution" by Kasper Fauerby, Game/AI Conference 2012
"Reinforcement Learning based Character Locomotion in Hitman: Absolution" by Michael Büttner, Game/AI Conference 2012.
"Bodyguards and VIPs: A look at ambient, alert and evacuation AI behaviour in Hitman" by Jason Schroder and Thomas Egeskov Petersen. nucl.AI Conference 2016.
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You can read the article based on this video on the AI and Games website:
http://aiandgames.com/hitman
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AI and Games is series on research and applications of Artifical Intelligence in video games. It's is supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
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You can fol
2019x15
The Dangers of AI, Microtransactions & Lootboxes | Design Dive
Episode overview
Data di messa in onda
Ago 10, 2019
I don't like to be doom'n'gloom here on AI and Games. But when I get to thinking about the future of microtransactions and lootboxes in AAA games, I'm not seeing any positive outcomes,
.. show full overview
I don't like to be doom'n'gloom here on AI and Games. But when I get to thinking about the future of microtransactions and lootboxes in AAA games, I'm not seeing any positive outcomes, especially when AI becomes even more involved than it already is.
Design Dive is the series on AI and Games where I explore how artificial intelligence impacts game design and vice versa.
#Microtransactions #Lootboxes #Gambling #EA #AIandGames #DesignDive
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AI and Games is series on research and applications of Artificial Intelligence in video games. It is supported through and wouldn't be possible without the wonderful people who support it on Patreon.
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http://www.paypal.me/AIandGames
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2019x16
Building Minecraft Villages with AI - The Generative Design in Minecraft Competition | AI and Games
Episode overview
Data di messa in onda
Set 15, 2019
The Generative Design in Minecraft Competition challenges its entrants to build AI and PCG systems that can build villages and towns without human input. I explain how it works as I go
.. show full overview
The Generative Design in Minecraft Competition challenges its entrants to build AI and PCG systems that can build villages and towns without human input. I explain how it works as I go behind the scenes of this new research challenge as one of the judges of the 2019 competition.
You can find out more about the GDMC via the links below.
Website: http://gendesignmc.engineering.nyu.edu/
Discord: https://discordapp.com/invite/ueaxuXj
Twitter: https://twitter.com/GenDesignMC
ProcJam 2018 video: https://www.youtube.com/watch?v=7eVK8UAWOaw
You can read the written version of this episode at:
https://aiandgames.com/gdmc2019/
--
AI and Games is a YouTube series on research and applications of Artifical Intelligence in video games. It's supported through and wouldn't be possible wthout the wonderful people who support it on Patreon.
http://www.patreon.com/ai_and_games
http://www.paypal.me/AIandGames
Or become a YouTube member of AI and Games via the link below:
https://www.youtube.com/channel/UCov_51F0betb6hJ6Gumxg3Q/join
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--
All music in this video is by TeknoAxe.
http://www.teknoaxe.com
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2019x17
The Secret Reward Systems of Dark Souls II | Design Dive
Episode overview
Data di messa in onda
Set 29, 2019
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
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In this tenth episode of Design Dive, I return to the world of Dark Souls
.. show full overview
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
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In this tenth episode of Design Dive, I return to the world of Dark Souls and discuss how Scholar of the First Sin revamps the implicit reward framework of the original game in weird and interesting ways.
Music in this episode is from the Dark Souls II Soundtrack by Yuka Kitamura and Motoi Sakuraba, listed in order of appearance.
- Departure
- Fire Keepers
- The Last Giant
- Majula
- Ancient Dragon
- Royal Rat Authority
- Longing
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AI and Games is a YouTube series on research and applications of Artificial Intelligence in video games. It's supported through and wouldn't be possible without the wonderful people who support it on Patreon, plus YouTube members and Paypal donations.
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#DarkSouls #ScholarOfTheFirstSin #DarkSouls2
#DarkSouls #ScholarOfTheFirstSin #GameDesign
2019x18
Why Adding Bots to Fortnite Was a Great Idea | Design Dive
Episode overview
Data di messa in onda
Ott 26, 2019
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
As Fortnite launched 'Chapter Two' of the ever-popular Battle Royale, it
.. show full overview
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
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As Fortnite launched 'Chapter Two' of the ever-popular Battle Royale, it added a new secret ingredient: AI bots! Let's talk about why adding bots to online games is a great way to boost retention and engagement!
Music in this episode is "Floating in Your Mind" and "Lost in the Groove" by TeknoAxe
http://www.teknoaxe.com
http://www.patreon.com/teknoaxe
--
AI and Games is a YouTube series on research and applications of Artificial Intelligence in video games. It's supported through and wouldn't be possible without the wonderful people who support it on Patreon, plus YouTube members and Paypal donations.
http://www.patreon.com/ai_and_games
https://www.youtube.com/channel/UCov_51F0betb6hJ6Gumxg3Q/join
http://www.paypal.me/AIandGames
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Data di messa in onda
Ott 30, 2019
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A common question that comes my way is what game engines are best to use
.. show full overview
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
A common question that comes my way is what game engines are best to use for a pet project, class assignment or even a full-fledged game if you want to put AI in it. So in this episode of AI 101 I walk through six popular video game engines - GameMaker Studio 2, Unity, Unreal, CryEngine, Source and Godot - and discuss the features within each of them.
Music in this episode is by TeknoAxe.
http://www.teknoaxe.com
http://www.patreon.com/teknoaxe
'Used to the Rain By Now'
'Frostbitten Sunrise'
'Party at Station 5'
'I'm Not Finished Yet'
Games shown in this episode (in order of appearance):
10 Second Ninja X
Minit
Gears of War 4
Fortnite: Battle Royale
Sea of Thieves
Cuphead
INSIDE
Total War: Rome II
Crysis 2
Apex Legends
Half-Life 2
Battlefield One
Tom Clancy's The Division 2
DOOM (2016)
--
AI and Games is a YouTube series on research and applications of Artificial Intelligence in video games. It's supported through and wouldn't be possible without the wonderful people who support it on Patreon, plus YouTube members and Paypal donations.
http://www.patreon.com/ai_and_games
https://www.youtube.com/channel/UCov_51F0betb6hJ6Gumxg3Q/join
http://www.paypal.me/AIandGames
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2019x20
Ultimo episodio della stagione
How Atriox Can Beat You in Halo Wars 2 Without Cheating | AI and Games
Episode overview
Data di messa in onda
Nov 17, 2019
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
Halo Wars 2 introduced a new enemy to the Halo universe: Atriox and his
.. show full overview
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
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Halo Wars 2 introduced a new enemy to the Halo universe: Atriox and his band of mercenaries known as 'The Banished'. From the very beginning, it was intended that Atriox and his commanders feel like a true threat: with distinct personalities and human-like strategic intelligence. In this episode we're going to look at the underlying systems and how these AI commanders are designed to operate in different game modes and difficulty levels. Meaning they can beat human players without resorting to cheating.
Chapters
[00:00] Introduction
[01:21] Cheating AI in Games
[03:43] The Halo Wars AI
[07:38] Tweaking AI for Gameplay
[11:36] Closing
Special thanks to Balint Marczin, Derek Fagan and Lucy Boxall of Creative Assembly for their input and feedback on this episode.
This episode is inspired by the 2017 Game AI North presentation by Derek Fagan: "Know Your Enemy: Getting to Know The AI Behind Halo Wars 2".
https://www.gameainorth.com/2017/
Music in this episode is listed in order of appearance and taken from the Halo Wars 2 soundtrack:
- "Abolition"
- "Isabel's Awakening"
- "Antediluvian"
- "The Banishing"
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AI and Games is a YouTube series on research and applications of Artificial Intelligence in video games. It's supported through and wouldn't be possible without the wonderful people who support it on Patreon, plus YouTube members and Paypal donations.
http://www.patreon.com/ai_and_games
https://www.youtube.com/channel/UCov_51F0betb6hJ6Gumxg3Q/join
http://www.paypal.me/AIandGames
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