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Stagione 2020
2020x1
How AlphaStar Became a StarCraft Grandmaster | AI and Games
Episode overview
Data di messa in onda
Feb 11, 2020
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
For the first episode of 2020, I return to arguably the biggest AI story of
.. show full overview
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
For the first episode of 2020, I return to arguably the biggest AI story of 2019: the success of AlphaStar. An exerpiment in deep reinforcement learning by Google DeepMind, AlphaStar is the first StarCraft AI player to not only defeat professional players but also to achieve Grandmaster rank in online play. In this video I walk you through the story of how it all works.
Chapters
[00:00] Introduction
[00:42] Why StarCraft?
[04:47] How AlphaStar Works
[10:28] Defeating Pro Players
[13:52] Grandmaster
[17:00] Closing
Some extra resources:
The StarCraft Survey Research Paper that estimates 10^1685 states
http://www.cs.mun.ca/~dchurchill/pdf/starcraft_survey.pdf
Google DeepMind AlphaStar Blogs:
https://deepmind.com/blog/article/alphastar-mastering-real-time-strategy-game-starcraft-ii
https://deepmind.com/blog/article/AlphaStar-Grandmaster-level-in-StarCraft-II-using-multi-agent-reinforcement-learning
Nature October 2019 Paper on AlphaStar
https://www.nature.com/articles/s41586-019-1724-z.epdf?author_access_token=lZH3nqPYtWJXfDA10W0CNNRgN0jAjWel9jnR3ZoTv0PSZcPzJFGNAZhOlk4deBCKzKm70KfinloafEF1bCCXL6IIHHgKaDkaTkBcTEv7aT-wqDoG1VeO9-wO3GEoAMF9bAOt7mJ0RWQnRVMbyfgH9A%3D%3D
AlphaStar Replays (can be played in StarCraft 2):
https://deepmind.com/research/open-source/alphastar-resources
--
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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2020x2
Why AlphaStar Does Not Solve Gaming's AI Problems | Design Dive
Episode overview
Data di messa in onda
Feb 12, 2020
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
With my recent episode on AlphaStar in the main AI and Games show, I wanted
.. show full overview
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
With my recent episode on AlphaStar in the main AI and Games show, I wanted to talk a little about how this research won't really impact game development anytime soon, or at least not in the way you might think.
--
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
--
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 and Twitter:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.twitter.com/GET_TUDA_CHOPPA
2020x3
Designing the Enemy AI of Tom Clancy's The Division 2 | AI and Games
Episode overview
Data di messa in onda
Feb 20, 2020
In collaboration with Ubisoft and developer Massive Entertainment, I get an inside look at the challenges faced when building the AI of Tom Clancy's The Division 2. I sit down with
.. show full overview
In collaboration with Ubisoft and developer Massive Entertainment, I get an inside look at the challenges faced when building the AI of Tom Clancy's The Division 2. I sit down with Division 2's lead AI programmer, Philip Dunstan and get his perspective a year after the game first shipped. Over a three-part series we discuss the challenges of designing AI characters for missions and open-world gameplay and the other interesting problems faced along the way.
In this first video we discuss how the programming and design team at Massive and their supporting studios revamped the design of the enemy AI for the sequel. Plus how the experience of shipping and maintaining the first game helped influence their decisions as they moved from New York to Washington D.C.
Watch all episodes here:
https://www.youtube.com/playlist?list=PLokhY9fbx05ec0K1-mD5vrdPjTvxXmGkR
--
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
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
--
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 and Twitter:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.twitter.com/GET_TUDA_CHOPPA
Please note: as part of my collaboration with Ubisoft I was compensated for my time in developing this and related videos.
2020x4
Bringing Washington D.C. to Life: The AI of Tom Clancy's The Division 2 | AI and Games
Episode overview
Data di messa in onda
Feb 23, 2020
In collaboration with Ubisoft and developer Massive Entertainment, I get an inside look at the challenges faced when building the AI of Tom Clancy's The Division 2. I sit down with
.. show full overview
In collaboration with Ubisoft and developer Massive Entertainment, I get an inside look at the challenges faced when building the AI of Tom Clancy's The Division 2. I sit down with Division 2's lead AI programmer, Philip Dunstan and get his perspective a year after the game first shipped. Over a three-part series we discuss the challenges of designing AI characters for missions and open-world gameplay and the other interesting problems faced along the way.
In this second video we discuss the process of migrating from the first games war-torn Manhattan to the more open areas of downtown Washington D.C. How the programming and design team built a living world activity system to give AI purpose in the open map and some of the interesting problems that arose when rebuilding AI to operate in this new environment.
Watch all episodes here:
https://www.youtube.com/playlist?list=PLokhY9fbx05ec0K1-mD5vrdPjTvxXmGkR
--
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
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
--
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 and Twitter:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.twitter.com/GET_TUDA_CHOPPA
Please note: as part of my collaboration with Ubisoft I was compensated for my time in developing this and related videos.
2020x5
The Secret AI Testers Inside Tom Clancy's The Division 2 | AI and Games
Episode overview
Data di messa in onda
Feb 27, 2020
In collaboration with Ubisoft and developer Massive Entertainment, I get an inside look at the challenges faced when building the AI of Tom Clancy's The Division 2. I sit down with
.. show full overview
In collaboration with Ubisoft and developer Massive Entertainment, I get an inside look at the challenges faced when building the AI of Tom Clancy's The Division 2. I sit down with Division 2's lead AI programmer, Philip Dunstan and get his perspective a year after the game first shipped. Over a three-part series we discuss the challenges of designing AI characters for missions and open-world gameplay and the other interesting problems faced along the way.
In this third and final video I take a look at one of the biggest applications of artificial intelligence inside The Division that players will never get a chance to see: the secret AI testing bots that helkp playtest both games. We discuss not just the god-like server bots - that can teleport around the map and kill everyone - but the client bots that play Division 2 on consoles like humans would and give valuable feedback to level design and quality assurance teams.
Watch all episodes here:
https://www.youtube.com/playlist?list=PLokhY9fbx05ec0K1-mD5vrdPjTvxXmGkR
--
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
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
--
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 and Twitter:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.twitter.com/GET_TUDA_CHOPPA
Please note: as part of my collaboration with Ubisoft I was compensated for my time in developing this and related videos.
Data di messa in onda
Mar 13, 2020
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
After over 20 years since its originaly Nintendo 64 release, DOOM 64 has
.. show full overview
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
After over 20 years since its originaly Nintendo 64 release, DOOM 64 has been ported to modern platforms to coincide with the release of DOOM Eternal. But for many this is an unheard of or unexplored corner of the franchise. So let's wind the clock back to 1997 and discuss what makes this game still worthy of your attention in 2020.
Chapters
[00:00] Introduction
[00:55] About DOOM 64
[03:40] Establishing the Tone
[06:28] Revamping Enemy Archetypes
[10:11] Closing
--
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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http://www.facebook.com/AIandGames
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http://www.twitter.com/GET_TUDA_CHOPPA
#DOOM64 #DOOM #DoomEternal
2020x7
The Story of Facade: The AI-Powered Interactive Drama | AI and Games
Episode overview
Data di messa in onda
Apr 17, 2020
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
2005's Facade is a cult classic: a quirk interactive drama where players
.. show full overview
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
2005's Facade is a cult classic: a quirk interactive drama where players visit the apartment of Grace and Trip only to get caught up in their marital drama. Released in 2005, it subsequently became a hit in the YouTube Let's Play community. But many are not aware of its origins as a game AI research project and how it all works. So in this episode of AI and Games, we dive in and explore it in detail.
Facade is free to download and play:
https://www.playablstudios.com/facade
This is video is based on the following research papers and presentations:
Natural Language Understanding in Facade: Surface-Text Processing, Michael Mateas & Andrew Stern, Technologies for Interactive Digital Storytelling and Entertainment (2004)
A Behaviour Language for Story-Based Believable Agents, Michael Mateas & Andrew Stern (2004)
Structuring Content in the Façade Interactive Drama Architecture, Michael Mateas & Andrew Stern, Proceedings of the 2005 AAAI conference on Artificial Intelligence for Interactive Digital Entertainment. (2005)
Sex Lies and Videogames, Jonathan Rauch, The Atlantic (2006)
Procedural Authorship: A Case-Study of the Interactive Drama Facade, Michael Mateas & Andrew Stern, In Digital Arts and Culture (DAC) (2005)
Facade: An Experiment in Building a Fully-Realized Interactive Drama. Michael Mateas & Andrew Stern, Game Developers Conference, San Jose. (2003)
--
Chapters of the video:
[00:00] Introduction
[01:28] About Facade
[08:36] The Design of Facade
[12:19] The Drama Manager
[17:48] A Behaviour Language
[22:30] Reading Keyboard Input
[25:49] Closing
--
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.
2020x8
Building the AI of F.E.A.R. with Goal Oriented Action Planning | AI 101
Episode overview
Data di messa in onda
Mag 02, 2020
In this episode of AI 101 we celebrate AI and Games reaching 100,000 subscribers as I return to the technique - and the game - where this channel began. A popular alternative to
.. show full overview
In this episode of AI 101 we celebrate AI and Games reaching 100,000 subscribers as I return to the technique - and the game - where this channel began. A popular alternative to Behaviour Trees, Goal Oriented Action Planning (GOAP) was popularised by the AI of F.E.A.R. and has been used in numerous games since.
But how does it work and where did it come from? We explore its origins and go into even more detail on its application within F.E.A.R.
Chapters
[00:00] Introduction
[01:11] Automated Planning
[05:26] Goal Oriented Action Planning
[09:01] The AI of F.E.A.R.
[15:50] Closing
Some additional assets to check out if you're interested in GOAP and FEAR:
Holistic 3D's video on GOAP
https://www.youtube.com/watch?v=jUSrVF8mve4
Jeff Orkin's GOAP website when at MIT, including papers, presentations and other resources
http://alumni.media.mit.edu/~jorkin/goap.html
GOAP: 10 Years of AI Planning (GDC 2015)
https://www.youtube.com/watch?v=gm7K68663rA
Three States and a Plan: The AI of F.E.A.R., Jeff Orkin, 2006
http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
Game AI Planning Analytics: The Case of Three First Person Shooters. Eric Jacopin, 2014.
https://www.aaai.org/ocs/index.php/AIIDE/AIIDE14/paper/view/8999
--
AI 101 is a series that looks at the tools and techniques used in video game development.
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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https://teespring.com/stores/aiandgames
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http://www.facebook.com/AIandGames
http://www.twitter.com/A
Data di messa in onda
Mag 18, 2020
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
To celebrate both the 50th episode of AI and Games, and the original
.. show full overview
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
To celebrate both the 50th episode of AI and Games, and the original video garnering over one million views, I revisit the AI of Creative Assembly's horror game Alien: Isolation. Exploring more of the inner workings of the Xenomorph and other artificial intelligence systems in the game.
Chapters:
[00:00] Introduction
[01:40] Recap
[05:58] Sense
[14:48] Menace
[19:42] Speed-Round
[23:05] Closing
If you've never seen the original Alien: Isolation episode, go check that out:
https://youtu.be/Nt1XmiDwxhY
Plus my AI 101 episode on Behaviour Trees (also starring Alien: Isolation) can be found at:
https://www.youtube.com/watch?v=6VBCXvfNlCM
Special thanks to Matt Filer for their assistance in making this episode.
Links to their game projects as well as the OpenCAGE mod can be found below:
http://mattfiler.co.uk/
https://github.com/MattFiler/OpenCAGE
This video also uses the following 'Debug Checkpoint' mod by Matt Filer:
https://www.moddb.com/games/alien-isolation/downloads/debug-checkpoint-mod
And the Cinematic Tools software by Matti Hietanen
https://cinetools.xyz/
--
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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#AlienIsolation #CreativeAssembly #OpenCAGE
2020x10
How Splinter Cell: Blacklist Builds Balance for Stealth | AI and Games
Episode overview
Data di messa in onda
Mag 31, 2020
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
Stealth games are one of the most challenging genres to get right. You
.. show full overview
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
Stealth games are one of the most challenging genres to get right. You either run the risk of making it too easy and predictable, or impenetrable for only the most ardent of players. In this episode we take a look at four design pillars of AI for stealth games and how Splinter Cell: Blacklist employs them to create a balanced experience.
Chapters
[00:00] Introduction
[01:00] The Design Pillars of Stealth
[05:49] Visual Perception
[08:57] Environmental Awareness
[10:54] Auditory Perception
[13:39] Social & Contextual Awareness
[16:26] Closing
This video is based on the following publications:
- Walsh, 2014: "Modeling Perception and Awareness in Splinter Cell: Blacklist", Game Developers Conference (GDC), 2014.
- Walsh, 2015: "Modeling Perception and Awareness in Splinter Cell: Blacklist", Game AI Pro 2, Chapter 28, 2015.
--
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
--
Get yourself an AI and Games t-shirt over on Teespring!
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http://www.twitter.com/GET_TUDA_CHOPPA
#SplinterCell #Stealth #GameDev
2020x11
Endure and Survive: the AI of The Last of Us | AI and Games
Episode overview
Data di messa in onda
Giu 16, 2020
Naughty Dog's 'The Last of Us' is one of the most revered titles on the Playstation platform. While the player is tasked with guiding Joel and Ellie through post-apocalyptic America,
.. show full overview
Naughty Dog's 'The Last of Us' is one of the most revered titles on the Playstation platform. While the player is tasked with guiding Joel and Ellie through post-apocalyptic America, the underlying AI systems help bring the rest of the drama to life. In this episode, we explore the AI systems within the game. Not just enemy characters such as the Hunters and Infected but also the supporting characters within the story and most notably Ellie herself. Plus all the weird and interesting things that were tried, tested and discarded during development.
This episode is inspired by the following sources:
Game AI Pro, volume 2, chapters 33-35 by Mark Botta, Travis McIntosh and Max Dyckhoff
http://www.gameaipro.com/
Ellie: Buddy AI in The Last of Us
Max Dyckhoff, GDC 2014
https://www.youtube.com/watch?v=dnGzEn6swqo
Programming Context-Aware Dialogue in The Last of Us
Jason Gregory, GDC 2014
https://www.youtube.com/watch?v=Y7-OoXqNYgY
--
Chapters
[00:00] Introduction
[01:19] Design Philosophy
[03:44] AI Architecture
[07:57] The Hunters
[18:38] The Infected
[27:00] Ellie
[34:44] Closing
--
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
--
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 and Twitter:
http://www.facebook.com/AIandGames
http://www.twitter.com/AIandGames
http://www.twitter.com/GET_TUDA_CHOPPA
#TheLastOfUs #Ellie #GameDev
Data di messa in onda
Lug 27, 2020
25 years after its release, Command & Conquer returns to PC gaming in a newly remastered collection comprised of both Tiberian Dawn and Red Alert. But in addition, the source code of
.. show full overview
25 years after its release, Command & Conquer returns to PC gaming in a newly remastered collection comprised of both Tiberian Dawn and Red Alert. But in addition, the source code of the remaster has been released to the public. So in this episode, we dive in and find out how these seminal RTS titles handled strategic AI.
Chapters
[00:00] Introduction
[01:30] Command & Conquer & RTS Games
[04:58] Understanding the Codebase
[08:44] Pathfinding
[12:15] Missions for Micro
[15:25] Strategies in the Macro
[20:25] Red Alert AI
[23:07] Speed Round
[27:13] Closing
Check out the source code of Command and Conquer on GitHub:
https://github.com/electronicarts/CnC_Remastered_Collection
Ars Technica's video on pathfinding in Tiberian Sun:
https://www.youtube.com/watch?v=S-VAL7Epn3o
NoClip's Command & Conquer Remastered documentary:
http://www.youtube.com/watch?v=7MUDQYWk6qY
--
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
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 via Patreon and YouTube memberships.
--
Join our Discord Community:
bit.ly/AIandGamesDiscord
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Data di messa in onda
Ago 20, 2020
Managing individual citizen behaviour in city-building games is an incredibly daunting task. Enabling a semblance of realism whilst ensuring performance is no small feat. Let's explore
.. show full overview
Managing individual citizen behaviour in city-building games is an incredibly daunting task. Enabling a semblance of realism whilst ensuring performance is no small feat. Let's explore how this is achieved in Colossal Order's 'Cities: Skylines' and how traffic simulations are managed across vast cityscapes.
This episode was voted for by my crowdfunding supporters on Patreon:
http://www.patreon.com/ai_and_games
Chapters
[00:00] Intro
[00:46] City-Building Simulators
[04:11] Understanding Citizens
[06:50] The Road Network
[08:02] How Citizens Travel
[12:24] Traffic Simulation
[15:55] Closing
This episode was recorded using the following Cities: Skylines maps and mods available on Steam Workshop:
'Manhattan New York' by sMario91
https://steamcommunity.com/sharedfiles/filedetails/?id=425202082
'Wien / Vienna - Austria Real' by Pedasus
https://steamcommunity.com/sharedfiles/filedetails/?id=409107116
'First Person Camera' by tony56a
https://steamcommunity.com/sharedfiles/filedetails/?id=650805785
'Cinematic Camera Extended' by Boogieman Sam
https://steamcommunity.com/sharedfiles/filedetails/?id=785528371
'Loading Screen Mod' by thale5
https://steamcommunity.com/sharedfiles/filedetails/?id=667342976
--
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 via Patreon and YouTube memberships.
http://www.patreon.com/ai_and_games
--
Join our Discord Community:
bit.ly/AIandGamesDiscord
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games on Twitter:
http://www.twitter.com/AIandGames
2020x14
How to Design Enemies That Fight to the Rhythm in BPM: Bullets Per Minute | AI and Games
Episode overview
Data di messa in onda
Set 05, 2020
BPM: Bullets Per Minute is a fast-paced rhythm shooter, where players need to eliminate targets to the beat of the music. But how does that complicate things when you're building enemy
.. show full overview
BPM: Bullets Per Minute is a fast-paced rhythm shooter, where players need to eliminate targets to the beat of the music. But how does that complicate things when you're building enemy AI if you want that experience to be fair and balanced? Tommy sits down with developers Awe Interactive to find out how the game works, how the AI uses a custom architecture to make it all happen, how the level generation keeps each run of the game unique and how AI and Games and @Noclip accidentally helped give birth to the BPM concept.
[00:00] Intro
[01:02] BPM: Bullets Per Minute
[03:52] Fighting on the Beat
[08:12] Coordinating Chaos
[13:13] Level Generation
[15:43] Closing
You can find out more about BPM on the games website and store listings:
https://www.bulletsperminute.com/
https://store.steampowered.com/app/1286350/BPM_BULLETS_PER_MINUTE/
--
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 via Patreon and YouTube memberships.
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Data di messa in onda
Ott 19, 2020
In this episode of AI 101, we take a loot at Director AI: an approach popularised by Left 4 Dead for balancing in-game experiences. We take a look at what it means for an AI to operate
.. show full overview
In this episode of AI 101, we take a loot at Director AI: an approach popularised by Left 4 Dead for balancing in-game experiences. We take a look at what it means for an AI to operate as a Director in a game and provide a quick overview of how it works in Left 4 Dead. Plus we explore how a variety of games have since taken this idea and developed on it in different ways.
[00:00] Intro
[01:15] What is an AI Director?
[04:34] Left 4 Dead's Director
[08:14] Directors in Other Games
[13:16] Closing
If you're playing the game on PC and want to know how to turn on the developer debug mode for the Director, check out this page for instructions:
https://left4dead.fandom.com/wiki/The_Director#Console_Commands
--
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 via Patreon and YouTube memberships.
http://www.patreon.com/ai_and_games
https://www.youtube.com/channel/UCov_51F0betb6hJ6Gumxg3Q/join
--
Join our Discord Community:
bit.ly/AIandGamesDiscord
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2020x16
The Spreadsheet That Powers Civilian AI in Watch Dogs 2 | AI and Games
Episode overview
Data di messa in onda
Ott 31, 2020
One of the hidden arts of game development is designing large scale systems in spreadsheets. In this episode we take a look at how the civilians in Watch Dogs 2 are able to make
.. show full overview
One of the hidden arts of game development is designing large scale systems in spreadsheets. In this episode we take a look at how the civilians in Watch Dogs 2 are able to make emotional responses and react to the world around them, powered by a spreadsheet containing thousands of unique gameplay rules.
[00:00] Intro
[01:16] Spreadsheets & Video Game Design
[03:02] The Anecdote Factory
[06:06] Building Reactive Characters
[12:06] Rules of Attraction
[14:57] Closing
This episode is derived from the following sources:
"Helping It All Emerge: Managing Crowd AI in Watch Dogs 2"
Roxanne Blouin-Payer, Game Developers Conference (GDC) 2017
--
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 via Patreon and YouTube memberships.
http://www.patreon.com/ai_and_games
https://www.youtube.com/channel/UCov_51F0betb6hJ6Gumxg3Q/join
--
Join our Discord Community:
bit.ly/AIandGamesDiscord
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games on Twitter:
http://www.twitter.com/AIandGames
#WatchDogs #WatchDogsLegion #GameDesign
2020x17
Ultimo episodio della stagione
How Watch Dogs: Legion's 'Play as Anyone' Simulation Works | AI and Games Documentary
Episode overview
Data di messa in onda
Dic 04, 2020
The 'Play as Anyone' system helps give life to the characters within Ubisoft Toronto's Watch Dogs: Legion. Now they're no longer just background NPC civilians wandering the world,
.. show full overview
The 'Play as Anyone' system helps give life to the characters within Ubisoft Toronto's Watch Dogs: Legion. Now they're no longer just background NPC civilians wandering the world, they're fleshed-out characters with backstories and lives that continue on even when not in the players view. But they can also become part of your Dedsec crew, and this requires players to dive into their personal lives to find out more about them and how they can help them with their own issues.
In this feature-length documentary episode of AI and Games, we sit down with three members of the development team and explore how 'Play as Anyone' works in Watch Dogs Legion. We find out about the games early inspirations, the complexity of procedural character generation, how real-time mission generation wors, the numerous systems that help manage a simulated London full of NPCs and the challenges faced along the way.
Chapters
[00:00] Intro
[02:53] Play as Anyone
[07:49] Simulating London
[16:21] Procedural Character Generation
[27:08] Realtime Mission Generation
[34:34] Enriching the Open World
[42:26] Closing
--
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 via Patreon and YouTube memberships.
http://www.patreon.com/ai_and_games
https://www.youtube.com/channel/UCov_51F0betb6hJ6Gumxg3Q/join
--
Join our Discord Community:
bit.ly/AIandGamesDiscord
Get yourself an AI and Games t-shirt over on Teespring!
https://teespring.com/stores/aiandgames
You can follow AI and Games on Twitter:
http://www.twitter.com/AIandGames
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