A short video to accompany my article that de-constructs the AI of the video game F.E.A.R. The full article is available at: https://medium.com/@t2thompson/the-ai-of-fear-76ba26dc1667 No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.
A video that accompanies my article on the AI adopted in the Arkham series by Rocksteady games. Full article available at: http://aiandgames.com/arkham-intelligence/ Also, be sure to check out the original Game/AI conference presentation over at AIGameDev.com: http://aigamedev.com/ultimate/video/batmanasylum/ No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.
An overview of the gameplay and level generation tracks of Mario AI competition which ran from 2009 to 2012. This video accompanies a more in-depth article discussing this competition which is held at my website: http://aiandgames.com/the-mario-ai-competition/ Full credit to Robin Baumgarten and Ben Weber for their work in the Mario AI competition which is shown in this video. No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me. Chapters [00:00] Introduction [02:07] About Super Mario Level Design [06:24] Building Mario AI Players [08:05] Mario Level Generation [10:19] Closing
A short video discussing how Galactic Arms Race adopts evolutionary learning methods to procedurally generate particle weapons that are intrinsic to the games design. This video accompanies a more in-depth article discussing this competition which is held at my website: http://aiandgames.com/galactic-arms-race/ Full credit to the development team at Evolutionary Games and the research publication by Erin Hastings, Ratan Guha and Kenneth Stanley. No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me. SCIENCE TIME! Music is: "Doomsday" by NERO. http://youtu.be/1QqY-8mohxo Intro Music: "Drizzle to Downpour" by Silent Partner (Free YouTube music).
In this video we discuss the challenges faced in developing AI that can play any video game you give it. This is the focus of the General Video Game - AI competition. Full details including a link to the written piece at: http://aiandgames.com/gvgai-part1/ In addition, a full list of all my work on AI can be found at: http://www.patreon.com/AI_and_Games No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.
You might have seen it bouncing around the internet, but AI researchers seem really interested in Pac-Man. This video attempts to give a quick summary of what it's all about: talking about the game itself and why Ms. Pac-Man in particular has proven so interesting to the AI research community. For more information, please check out the written piece that accompanies this article: http://aiandgames.com/ai-and-pacman/ Check out more of my AI and Games work at: http://www.patreon.com/AI_and_Games No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.
A deconstruction of the director system found within Left 4 Dead: the four-player cooperative shooter developed by Turtle Rock Studios and Valve Corporation. We look at how the director is in fact an AI system and discuss how it manipulates the game world in real-time to keep players on edge! A full written article discussing this can be found at: http://aiandgames.com/in-the-directors-chair-left-4-dead/ For more of my videos and articles, don't forget to check out: www.patreon.com/ai_and_games No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.
Our final piece discussing the General Video Game AI Competition, which took place in August of 2014. Discussing the overall success and final rankings of the competition. Special thanks to Diego Perez (@diego_pliebana) for some of the footage used in this video. For more check out the written piece accompanying this video at: http://aiandgames.com/gvg-ai-part-3-competitions-results-and-reflection/ Background music is 'Do Do Do' by Silent Partner. https://www.youtube.com/audiolibrary/music
In this piece, we look at how Behaviour Trees were adopted by Bungie in the development of the Halo series, with a specific focus on Halo 2. In addition, we highlight some of the more interesting aspects adopted to facilitate combat AI design. Chapters [00:00] Introduction [01:44] The Covenant [03:34] Behaviour Trees [05:14] The AI of Halo 2 [08:17] Closing -- LINKS -- To learn more, check out the article attached to this video: https://medium.com/the-cube/theaiofhalo2-33e824209a4c To be kept up to date on future AI and Games stuffs: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames For more of my videos and articles, don't forget to check out: http://www.patreon.com/ai_and_games -- DISCLAIMER -- Footage recorded from 'Halo 2 Anniversary' and 'Halo 3' from the Halo: Master Chief Collection on Xbox One. No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.
http://www.patreon.com/ai_and_games http://www.aiandgames.com -- To celebrate 30 years of Super Mario Bros. we take a look into research in level design. With a focus on design patterns that express how Mario levels are constructed. This video covers existing research in Mario level design, as well as a paper that I myself published at the Foundation of Digital Games conference in 2015. PUBLICATIONS & LINKS -- If you want to learn more about this work, consult the post on my website where I identify several publications that are either relevant to this research or are mentioned directly in the actual video. http://aiandgames.com/the-legacy-of-super-mario-bros/ To be kept up to date on future AI and Games stuffs: http://www.facebook.com/AIandGames For more of my videos and articles, don't forget to check out: http://www.patreon.com/ai_and_games -- DISCLAIMER -- Some footage of Super Mario Land taken from a playthrough by ThePauliwrath: http://www.youtube.com/watch?v=7U3kZ0_Q8VU Screengrabs from Super Mario Land 2 taken from World of Longplays: http://www.youtube.com/watch?v=lXMJt5PP3kM No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.
www.patreon.com/ai_and_games www.aiandgames.com http://aiandgames.com/the-impact-of-ai-based-game-design/ -- A special entry in the public lecture series at the Norwich Gaming Festival in April of 2015. Providing an overview of some of the great examples of AI-driven game design and potential for the future. Apologies for the audio quality: this is largely from the microphone recording the talk. I have cleaned it up as best I can. Special thanks to the team at the 2015 Norwich Gaming Festival for having me. I had a great time at the event!
Read More About PsyOps At: http://aiandgames.com/player-model-bf3/ -- Read Our Material: www.aiandgames.com Support Us: www.patreon.com/ai_and_games Discuss With Us: reddit.com/r/AIandGames/ -- We take a look at a novel player modelling experiment where the question is asked: does who you are as a person influence your playstyle? This question is challenged in the PsyOps project which examines player performance in DICE's Battlefield 3. Don't forget, we gotta gag reel of how badly we play Battlefield: https://www.youtube.com/watch?v=mmEOEAdDDUw Royalty Free Music From TeknoAxe. teknoaxe.com
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/
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! -- 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
www.aiandgames.com www.patreon.com/ai_and_games -- 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. -- 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
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 -- 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 -- 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
www.patreon.com/ai_and_games www.aiandgames.com -- 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".
Vote for the next AI & Games case study at: http://www.patreon.com/posts/our-first-case-7920898 You can find out more about this research project at: http://www.aiandgames.com/hats-off-to-you/ http://groups.csail.mit.edu/icelab/content/steam-player-preference-analyzer-and-air-status-performance-classifier Sponsor Us: http://www.patreon.com/ai_and_games Like us on Facebook: http://www.facebook.com/AIandGames Follows us on Twitter: http://www.twitter.com/AIandGames -- In this video we take a look at cosmetic items and an interesting body of research analysing the habits of players in Team Fortress 2. By analysing player data on Steam and what hats they wear in TF2, we can learn a lot about your social habits and your desire to express your achievements. Special thanks to Chong-U Lim for his insight and feedback on the creation of this video.
Sponsor AI and Games on Patreon: http://www.patreon.com/ai_and_games Like us on Facebook: http://www.facebook.com/AIandGames Follows us on Twitter: http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon: http://www.patreon.com/posts/8550221 -- In our first Design Dive video we take a look at the Titanfall 2 campaign. The Titanfall 2 campaign excels in that it goes back to the core principles of what made Call of Duty the franchise that it is today. But in order for us to understand that, we take time to discuss the interlacing of mechanics and narrative with player empowerment. Leading to a story of conflicting ideologies within the Call of Duty franchise and a correction of that course of action within Titanfall. Please note: story spoilers are on for Call of Duty: Modern Warfare, Titanfall and Titanfall 2.
You can support the making of these videos through the AI and Games Patreon page: http://www.patreon.com/ai_and_games Like us on Facebook: http://www.facebook.com/AIandGames Follows us on Twitter: http://www.twitter.com/AIandGames -- In this AI 101 video we take a moment to explore the rationale, requirements and application of the Case-Based Reasoning technique. How do we use it? Why do we use it? And how does it relate to more traditional aspects of human cognitive behaviour? -- Music in this Video: 'Happy Go Lucky ChipTune' Written and Performed by 'Teknoaxe': http://www.youtube.com/user/teknoaxe http://www.teknoaxe.com http://www.patreon.com/teknoaxe
Vote for the next AI & Games case study at: https://www.patreon.com/posts/patron-case-vote-11387275 Sponsor Us: http://www.patreon.com/ai_and_game Tip Us At: http://www.paypal.me/AIandGames Like us on Facebook: http://www.facebook.com/AIandGames Follows us on Twitter: http://www.twitter.com/AIandGames Killer Instinct: Definitive Edition is now available on Amazon for Xbox One : Amazon.com: http://amzn.to/2rIGA8N Amazon.co.uk: http://amzn.to/2qYzID8 Inspired by Bruce Hayle's nucl.ai 2015 talk "Case-based Reasoning for Player Behaviour Cloning in Killer Instinct" https://archives.nucl.ai/recording/case-based-reasoning-for-player-behavior-cloning-in-killer-instinct/ Join me on Xbox Live to fight it out on Killer Instinct. You can even fight my shadows shown in this video. https://account.xbox.com/en-gb/profile?gamerTag=GET%20TUDA%20CHOPPA -- In this video we take a look at the Shadow AI mode released in season 2 of the 2013 Killer Instinct reboot. The shadow system is capable of replicating a players performance in a non-player character after only three matches in the shadow dojo. We take a look at how this system records and acts upon data, but also the challenges faced in creating fighting game AI. Looking at the more nuanced strategic play happening in this popular e-sports-driven genre. -- Music in this video (in chronological order): 'The Instinct' by Mick Gordon, Killer Instinct: Season One Soundtrack. 'Inferno' by Mick Gordon, Killer Instinct (Original Game Soundtrack), Season Two. 'The Tiger Warrior' by Mick Gordon, Killer Instinct: Season One Soundtrack. 'Herald of Gargos' by Mick Gordon, Killer Instinct (Original Game Soundtrack), Season Two. 'The Killer Groove' by Robin Beanland, Killer instinct: Original Arcade Soundtrack (i.e. Killer Cuts).
Support my videos via my Patreon page. http://www.patreon.com/ai_and_games Can't Use Patreon? Leave a tip with your vote on my Paypal! http://www.paypal.me/AIandGames Like AI and Games on Facebook: http://www.facebook.com/AIandGames Follows me on Twitter: http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon: http://www.patreon.com/posts/13085371 Vote for the next Design Dive on Patreon: http://www.patreon.com/posts/13085201 -- In my second Design Dive video we take a look at the 2016 reboot of the DOOM franchise by id Software. DOOM is both a critique and correction of 21st century design principles for first person shooters, but it's no overnight revelation. Gestating in the background of the contemporary market, the seeds of DOOM 2016 can be found in several shooting games of the last decade. I look back on what makes classic DOOM work, how it differs from the modern slate of FPS shooters - the very genre it defined 0 and how it embraces audience expectations. Chapters [00:00] Introduction [01:11] Relevance [06:17] Reverence [12:10] Revival [16:57] Resurrection [24:53] Closing -- Footage from YouTube adopted for this video: "James Plays: Fallout 4 | Dick Vs Deathclaw | Ep. 2" (James Tatum) https://www.youtube.com/watch?v=OCBoNYbd75U "Black Tuesday - Call of Duty: Modern Warfare 3 - Campaign Mission 1" (The Chameleon) https://www.youtube.com/watch?v=4muasuz_SUk "Cancelled DOOM 4 Footage" (Triple Jump") https://www.youtube.com/watch?v=_HI-Ev2ZbX4 -- Music in this episode (in order of appearance) - "At Doom's Gate", Mick Gordon, DOOM OST, 2016 - "Hellwalker", Mick Gordon, DOOM OST, 2016 - "E1M1 - At Doom's Gate", Robert Prince, DOOM OST, 1993 - "E1M9 - Hiding the Secrets", Robert Prince, DOOM OST, 1993 - "E1M5 - Suspense", Robert Prince, DOOM OST, 1993 - "At Doom's Gate E1M1", Andrew Hulshult, 2015 (Brutal DOOM v20 trailer). - "Rust, Dust & Guts", Mick Gordon, DOOM OST,
Vote for the next AI & Games case study at: http://www.patreon.com/posts/2017-mega-topic-13780945 Support my videos on Patreon: http://www.patreon.com/ai_and_games Tip Me At: http://www.paypal.me/AIandGames Like AI and Games on Facebook: http://www.facebook.com/AIandGames Follows me on Twitter: http://www.twitter.com/AIandGames -- In this case study I take a look at the creation of the companion character Elizabeth Comstock from the 2013 game 'BioShock Infinite', developed by Irrational Games. 'Liz' is a reactive and engaging non-player character who interacts with the world around her. In this video I discuss the multi-disciplinary approach required to bring her to life. -- Alpha Gameplay Footage taken from two 2014 GDC talks discussing the development of Elizabeth: "Creating BioShock Infinite's Elizabeth" by Shawn Robertson. http://www.gdcvault.com/play/1020545/Creating-BioShock-Infinite-s "Bringing BioShock Infinite's Elizabeth to Life: An AI Development Postmortem" by John Abercrombie. http://www.gdcvault.com/play/1020831/Bringing-BioShock-Infinite-s-Elizabeth -- Music in this video (in chronological order): - 'Indian Love Call' by Sigmund Krumgold. - 'Solace', by Scott Joplin and Duncan Watt, BioShock Infinite (Original Game Soundtrack) - 'After You've Gone' by Jessy Carolina, BioShock Infinite (Original Game Soundtrack) - 'Rory O More Saddle the Pony' by S. Lover and Rodney Miller, BioShock Infinite (Original Game Soundtrack). - 'The Battle for Columbia II' by G. Schyman, BioShock Infinite (Original Game Soundtrack). - 'Welcome to Columbia' by G. Schyman and J. Bonney, BioShock Infinite (Original Game Soundtrack)
Support my videos via my Patreon page. http://www.patreon.com/ai_and_games Can't Use Patreon? Leave a tip with your vote on my Paypal! http://www.paypal.me/AIandGames Like AI and Games on Facebook: http://www.facebook.com/AIandGames Follows me on Twitter: http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon: https://www.patreon.com/posts/14348490 Vote for the next Design Dive on Patreon: https://www.patreon.com/posts/14348987 -- In my third Design Dive video I take a look at the 2013 release of Aliens: Colonial Marines. But we don't stop there, have you ever wondered why none of the games that are based on the alien movie have ever truly embraced the principles of the original film? Well, there's good reason for it, until now. Chapters [00:00] Introduction [03:11] Gameplay and Rewards [05:20] Lessons Learned from LV426 [09:34] Left Behind [12:08] A Lost Opportunity [15:56] Closing -- The following footage was adopted from YouTube for use in this video: Space Invaders: http://www.youtube.com/watch?v=axlx3o0codc Galaga: http://www.youtube.com/watch?v=Cq9I7OvEaFo Alien v1: http://www.youtube.com/watch?v=D2hTPqNqqJk Alien v2: http://www.youtube.com/watch?v=r65jIrUfp58 Aliens: V1 http://www.youtube.com/watch?v=hWJc0AO0Op4 Aliens: V2 http://www.youtube.com/watch?v=L4qd-9CvnlU Alines: V3 http://www.youtube.com/watch?v=t_Bj7m0ImIs Alien 3: http://www.youtube.com/watch?v=XSq-0xsi7wM Alien Trilogy: http://www.youtube.com/watch?v=Xw_csZfhc5M Alien Resurrection: http://www.youtube.com/watch?v=6ucl5Q3KXUY -- Music in this episode (in order of appearance): "Dark Discovery" "Atmosphere Station" "Med Lab" "Futile Escape" "Resolution and Hyperspace" Composed by James Horner Aliens, Original Motion Picture Soundtrack, 1986
Learn more about this video and a behind-the-scenes interview on Patreon: http://www.patreon.com/posts/14853642/ Support my videos on Patreon: http://www.patreon.com/ai_and_games Tip Me At: http://www.paypal.me/AIandGames Like AI and Games on Facebook: http://www.facebook.com/AIandGames Follow me on Twitter: http://www.twitter.com/AIandGames -- In this case study I take a look at the ongoing development of ANGELINA: a computationally creative AI system that designs video games. We take a look at how it started out, how it works, the games it has made and the artistic phases the system has went through with each version of its release. -- You can follow ANGELINA's creator, Michael Cook, over on twitter: http://www.twitter.com/mtrc Play ANGELINA's game on their website: http://www.gamesbyangelina.org Learn more about the PROCJAM event at: http://www.procjam.com http://www.twitter.com/procjam Check out Mike's new YouTube series: Possibility Space. http://www.youtube.com/watch?v=y-3xJ86zNaQ You can also follow PROCJAM co-organiser Jupiter Hadley on Twitter: http://www.twitter.com/Jupiter_Hadley Be sure to check out Jupiter's YouTube channel where (at the time of this video) she has played over 22,000 game jam games. https://www.youtube.com/user/JupCraftGaming Finally, Jupiter's YouTube work is also supported by good people over on patreon: http://www.patreon.com/Jupiter_Hadley -- Music in this video by TeknoAxe: http://www.teknoaxe.com http://www.youtube.com/user/teknoaxe http://www.patreon.com/TeknoAxe "The Infinite" "Stellar Findings" "Frostbitten Sunrise"
Support my videos via my Patreon page. http://www.patreon.com/ai_and_games Can't Use Patreon? Leave a tip with your vote on my Paypal! http://www.paypal.me/AIandGames Like AI and Games on Facebook: http://www.facebook.com/AIandGames Follows me on Twitter: http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon: https://www.patreon.com/posts/15411848 Vote for the next Design Dive on Patreon: https://www.patreon.com/posts/15411971 Want to know more about HTN planning? Watch the video on Transformers: Fall of Cybertron: https://www.youtube.com/watch?v=kXm467TFTcY -- In my fourth Design Dive video I take a look at the infamous Dark Souls. We explore the issues of video game difficulty and why From Software's celebrated game is actually a lot easier if we stop and pay attention to how it works. Chapters [00:00] Introduction [04:42] Notions of Difficulty [07:22] Difficulty in Mechanics [12:06] Difficulty from AI [16:14] Semantic Difficulty [19:29] Bringing to a Close [23:28] A Personal Message -- The following links are directed towards articles referenced in this video: "Game Creation Magic Is More Science Than Smoke and Mirrors" by Jennifer Scheurle http://www.rollingstone.com/glixel/features/game-creation-magic-w503332 "How video game difficulty became a cultural battleground" by Simon Parkin http://www.eurogamer.net/articles/2017-10-21-how-video-game-difficulty-became-a-cultural-battleground "Hey #gamedev, tell me about some brilliant mechanics in games that are hidden from the player to get across a certain feeling." A twitter thread by Jennifer Scheurle. https://twitter.com/Gaohmee/status/903510060197744640 -- The following footage was adopted from YouTube for use in this video: "Let's Play Fantasyworld Dizzy (1/2)" https://www.youtube.com/watch?v=YQ4qvmUQDGg -- Music in this episode (in order of appearance): "Nameless Song" "Taurus Demon" "Bell Gargoyle" "Gaping Dr
AI and Games is a crowdfunded show and needs your support. You can support this series on Paypal, KoFi and Patreon: http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games You can follow AI and Games on Facebook and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon: https://www.patreon.com/posts/15808857 -- In my fifth Design Dive video I take a look at Borderlands 2: a game that revels in procedural content generation for its looting system. I explore issues of player bias and subjectivity with generative systems and why Borderlands really is a game about love. -- Music in this episode (in order of appearance): "Short Change Hero" by The Heavy The following tracks from the Borderlands 2 Soundtrack: "Frostburn Canyon Combat" "Main Menu Theme" "Mad Moxxi's Bar" "The Dust Combat" "Sanctuary"
AI and Games is a crowdfunded show and needs your support. You can support this series on Paypal, KoFi and Patreon: http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games You can follow AI and Games on Facebook and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon: https://www.patreon.com/posts/ -- In the first of a series I take a look at the AI behind Creative Assembly's 'Total War' franchise. Breaking down the trinity of AI systems required for the game to function by managing combat units, combat strategy and diplomacy in war torn Japan. -- Music in this episode (in order of appearance). The following tracks from the Shogun: Total War Soundtrack: "Tension 5" "Tension 1" "Mobilize 1" "Battle 2" "Frontend" "Battle 1" "Battle 3" "Mobilize 3" "Win 3" The following tracks from the Medieval: Total War Soundtrack: "Euro Battle 1"
AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games You can follow AI and Games on Facebook and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon: https://www.patreon.com/posts/ -- In part two of the Total War series I take a look at the evolution of the franchise from Rome: Total War all the way to Napoleon: revamped game engines, the rise of the modding community and new AI systems. All of which had some bumps in the road along the way. -- Music in this episode (in order of appearance): "Euro Battle 1" from the Medieval: Total War soundtrack "Soldiers Chant" from the Rome: Total War soundtrack "Main Theme" & "Naval Battle I" from the Empire: Total War soundtrack "Napoleon Bonaparte" from the Napoleon: Total War soundtrack
AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games You can follow AI and Games on Facebook and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon: https://www.patreon.com/posts/ai-of-total-war-16800992 -- In part three of the Total War series I take a look at one of the biggest innovations not just in the franchise, but in game AI development. The implementation of the Monte Carlo Tree Search algorithm in Total War: Rome II. -- Music in this episode (in order of appearance): "Brave Romans" from the Total War: Rome II soundtrack "Attack of the West" from the Total War: Shogun 2 soundtrack "Imperia" "Main Menu" "Praetorian" from the Total War: Rome II soundtrack
Support my videos on Patreon: http://www.patreon.com/ai_and_games Tip Me At: http://www.paypal.me/AIandGames Like AI and Games on Facebook: http://www.facebook.com/AIandGames Follows me on Twitter: http://www.twitter.com/AIandGames -- This AI 101 gives a brief overview of the logic behind the Monte Carlo Tree Search algorithm. If you need to refer back to the Foundation series of AI 101, check out this playlist: https://www.youtube.com/playlist?list=PLokhY9fbx05d8LnVH6m6p3FX7ZcYUegAm
AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games You can follow AI and Games on Facebook and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon: https://www.patreon.com/posts/ -- In part four of the Total War series I take a look at improvements made to the Monte Carlo Tree Search algorithm as well as the diplomacy AI personalities that reside within Total War: Attila. -- Music in this episode (in order of appearance): "Scourge of God" "Main Menu" "Warriors of Ahura" "Attack of the West" from the Total War: Attila soundtrack "Skirmish" from the Total War: Warhammer soundtrack
AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games You can follow AI and Games on Facebook and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon. https://www.patreon.com/ai_and_games -- In part five of the Total War series I look at the Siege AI subsystem. A specific AI component of the combat AI aimed at attacking fortified settlements. I give an overview and history of how it has worked previously alongside how it was revamped for Total War: Warhammer. -- Music in this episode (in order of appearance): "Vampire Count Skirmish" "Skrimish" "Deployment" "Main Menu" from the Total War: Warhammer soundtrack "The Old Soldier's Return" from the Total War: Three Kingdoms cinematic trailer.
With Google DeepMind's StarCraft 2 research in full swing, we take a look at why AI researchers are interested in RTS games and the established body of work in this field over the past 15-20 years. CORRECTION: The BWAPI was originally released by Michal "Kovarex" Kovarik and later handled by Adam Heinermann. Apologies for any confusion. Learn more about the AI competitions and API's via the links below: The StarCraft AI Competition: https://www.cs.mun.ca/~dchurchill/starcraftaicomp/ http://www.twitter.com/StarCraftAIComp The Student StarCraft AI Competition https://sscaitournament.com/ http://www.twitter.com/SSCAIT The StarCraft 2 Learning Environment (SC2LE) https://deepmind.com/blog/deepmind-and-blizzard-open-starcraft-ii-ai-research-environment/ The Brood War API https://github.com/bwapi/bwapi StarCraftAI.com, which gives an overview and tutorials on many of the topics behind bot construction http://www.starcraftAI.com Chapters [00:00] Introduction [01:44] About StarCraft [04:30] Early RTS AI Research [08:44] Starcraft AI Competition [15:32] SSCAIT [17:02] Vs Humans [18:27] Google DeepMind [21:50] Closing -- AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games You can follow AI and Games on Facebook and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon. https://www.patreon.com/ai_and_games A written version of this video is available on both AIandGames.com and Medium: https://medium.com/@t2thompson/zerg-rush-a-history-of-starcraft-ai-research-4478759a3c53 https://aiandgames.com/zerg-rush-starcraft-ai/ -- Music in this episode (in order of appearance): "Main Title Theme" "Terran One" "Protoss" "Fi
AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games You can follow AI and Games on Facebook and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon. https://www.patreon.com/ai_and_games A written version of this video is available on both AIandGames.com and Medium: https://medium.com/@t2thompson/are-mobas-the-future-of-ai-research-de17000d2210 https://aiandgames.com/ai-research-moba/ -- Multiplayer Online Battle Arena's (MOBAs) are one of the biggest genres in modern gaming. I take a look at the potential MOBAs have to become the next big thing in AI research and some of the work that's already been achieved in academia and corporate R&D. -- Research papers highlighted in this video: Off The Beaten Lane: AI Challenges In MOBAs Beyond Player Control Michael Cook, Adam Summerville & Simon Colton https://arxiv.org/pdf/1706.03122.pdf Draft-Analysis of the Ancients: Predicting Draft Picks in DotA 2 Using Machine Learning Adam Summerville, Michael Cook & Ben Steenhuisen https://aaai.org/ocs/index.php/AIIDE/AIIDE16/paper/view/14075 Data-driven Recommendation Systems for Multiplayer Online Battle Arenas Rohit Bhattacharya & Azwad Sabik http://azwadsabik.com/projects/representation_learning_report.pdf Skill-Based Differences in Spatio-Temporal Team Behavior in Defence of The Ancients 2 (DotA 2) Anders Drachen, Matthew Yancey, John Maguire, Derrek Chu, Iris Yuhui Wang, Tobias Mahlmann, Matthias Schubert & Diego Klabjan https://arxiv.org/ftp/arxiv/papers/1603/1603.07738.pdf Esports Analytics Through Encounter Detection Matthias Schubert, Anders Drachen & Tobias Mahlmann http://www.sloansportsconference.com/wp-content/uploads/2016
Sure Footing is out now on Steam and Itch.io: https://store.steampowered.com/app/670730/Sure_Footing https://tableflipgames.itch.io/sure-footing You can expect to see Sure Footing available on Nintendo Switch, Xbox One and mobile platforms in 2019. You can keep up to date with Sure Footing's development on its own YouTube channel, as well as on Twitter, Facebook and Discord: https://www.youtube.com/channel/UCjG7y5Iw4TLHcK6ckuqUj_A http://www.twitter.com/SureFootingGame http://www.twitter.com/TableFlipGames http://www.facebook.com/TableFlipGames https://discord.gg/mDBgS82 -- Some more Sure Footing information for you: The Sure Footing Press Page: http://www.tableflipgames.co.uk/press/sheet.php?p=sure_footing Sure Footing at the AIIDE 2015 Conference: http://www.youtube.com/watch?v=gal1-lOmwBQ Sure Footing at the 2015 PROCJAM: http://www.youtube.com/watch?v=l8A5arWkTh4 The 2016 research paper covering the first phase of the PCG system. http://www.t2thompson.com/wp-content/uploads/2016/06/footing-fdg-16.pdf -- AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games You can follow AI and Games on Facebook and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames Learn more about the making of this video on Patreon. https://www.patreon.com/ai_and_games A written version of this video is available on both AIandGames.com and Gamasutra: http://aiandgames.com/sure-footing/ http://www.gamasutra.com/blogs/TommyThompson/20180627/320851/Keep_Running__Procedural_Level_Generation_in_Sure_Footing.php -- In a first for the series, I look at a video game that I actually made! Sure Footing's procedural level generation system started out as an academic research project and is now a multipl
AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games 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 A written version of this video is available on both AIandGames.com and Gamasutra: http://aiandgames.com/specops-theline/ http://www.gamasutra.com/blogs/TommyThompson/20180709/321286/Heart_of_Darkness__Behind_the_AI_and_Storytelling_of_Spec_Ops_The_Line.php -- Spec Ops: The Line is a cult classic shooter from 2012 that defies expectations of what we expect in the third-person cover shooters. Special thanks to Jörg Reisig (AI programmer on Spec Ops: The Line) who provided a lot of background information that was instrumental to the final video. Patrons can watch the full interview with Jörg over on Patreon http://www.patreon.com/posts/19898716 You can follow Jörg on Twitter at: https://twitter.com/_chorge In addition, be sure to follow Jörg as an indie developer as he works on his game 'The Fermi Paradox'. https://twitter.com/FermiGame -- Images used in this episode are taken from the following presentation: "Design-Driven AI in Spec Ops: The Line" Game AI Conference 2012 Presented by Daniel Kollman and Jorg Reisig. Text excerpt lifted from "Significant Zero" by Walt Williams http://www.simonandschuster.com/books/Significant-Zero/Walt-Williams/9781501129957 Music in this episode is all taken from the Spec Ops: The Line Soundtrack by Elia Cmíral. -- Some useful links for those seeking advice and guidance on post traumatic stress disorder and other mental health problems: UK & EU == Mind - a mental health charity http://www.mind.org.uk/ PTSD.org - a charity based in Scotland
AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games 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 A written version of this video is available: The AI and Games website: http://aiandgames.com/doom2016 Gamasutra: http://gamasutra.com/blogs/TommyThompson/20180806/323715/Cyber_Demons__The_AI_of_DOOM_2016.php -- DOOM's return in 2016 thrilled audiences as it married modern design sensibilities with a reverence for classic shooter gameplay. In this video I reveal how Hierarchical Finite State Machines make it all work and how 2011's Rage paved the way for DOOM's AI systems. Chapters [00:00] Introduction [02:11] Push Forward Combat & Combat Chess [04:22] 'Call of DOOMY' [06:14] DOOM's AI Systems [11:36] Designing DOOM [18:36] Closing -- Videos used in this episode are taken from the following: 'DOOM Resurrection [Part 1]: To Hell and Back' by NoClip https://www.youtube.com/watch?v=PS6SBnccxMA 'Embracing Push Forward Combat in DOOM' GDC 2018 https://www.youtube.com/watch?v=2KQNpQD8Ayo 'Bringing Hell to Life: AI and Full Body Animation in DOOM' https://www.youtube.com/watch?v=3lO1q8mQrrg -- Soundtrack for this episode is the following tracks from the DOOM Soundtrack by Mick Gordon. - "MasterMind' - 'Hellwalker' - 'Harbinger' - 'BFG Division' - 'Biowaves' #DOOM #DOOMEternal #DOOM64
AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games 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 A written version of this video is available: The AI and Games website: http://aiandgames.com/tomb-raider/ Medium: https://medium.com/@t2thompson/tombraider-60682f8fe36f -- Tomb Raider: Underworld may well be over a decade old, but it's home to a number of exciting research projects that sought to understand how players play the game once it is released to market. -- Research papers referenced in this episode are listed below: - Drachen, A., & Canossa, A. (2009). Analyzing spatial user behavior in computer games using geographic information systems. In Proceedings of the 13th international MindTrek conference: Everyday life in the ubiquitous era (pp. 182-189). ACM. https://www.researchgate.net/profile/Alessandro_Canossa/publication/307476789_Analyzing_User_Behavior_in_Digital_Games/links/5a1ee55b0f7e9b9d5e005056/Analyzing-User-Behavior-in-Digital-Games.pdf - Drachen, A., Canossa, A., & Yannakakis, G. N. (2009). Player modeling using self-organization in Tomb Raider: Underworld. In Computational Intelligence and Games, 2009. CIG 2009. IEEE Symposium on (pp. 1-8). IEEE. http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.456.4596&rep=rep1&type=pdf - Mahlmann, T., Drachen, A., Togelius, J., Canossa, A., & Yannakakis, G. N. (2010). Predicting player behavior in Tomb Raider: Underworld. In Computational Intelligence and Games (CIG), 2010 IEEE Symposium on (pp. 178-185). IEEE. http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.180.6405&rep=rep1&type=pdf - Sifa, R., Drachen, A.,
AI and Games is a crowdfunded show and needs your support. You can help fund this series on Paypal, KoFi and Patreon (where you can get access to additional content). http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames http://www.patreon.com/ai_and_games 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.twitter.com/GET_TUDA_CHOPPA http://www.instagram.com/aiandgames/ A written version of this video is available on Gamasutra: http://gamasutra.com/blogs/TommyThompson/20180906/325967/Primal_Instinct__Companion_AI_in_Far_Cry_Primal.php As well as the AI and Games website: https://aiandgames.com/farcryprimal/ -- Far Fry Primal introduces a new mechanic that allows players to tame wild animals and use them as weapons in their battle for Oros Valley. In this video I take a look at the history of the companion AI systems and the problems faced along the way. This video is inspired by Chris Seddon's Nucl.AI 2016 talk "Animal House: Creating Systemic Animal Companions in Far Cry Primal" -- Far Cry 4 footage used in this episode is taken from the following: Far Cry 4: Story Trailer https://www.youtube.com/watch?v=xI6uV47jKME Far Cry 4 - The Legend of Kalinag - Movie Edition https://www.youtube.com/watch?v=AQpqbKdV6JM -- Soundtrack for this episode is the following tracks from the Far Cry Primal Soundtrack by Jason Graves. - Main Theme (Extended) - The Mammoth Hunt - Prowl of the Snowblood Wolves #gamedev #AI #FarCry
AI and Games is a crowdfunded show 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 You can vote for new AI 101 topics on patreon now at: https://www.patreon.com/posts/21904062/ 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 -- In this first of a new series of AI 101 I take a look at navigation meshes: what they are, how they work and how some AAA games exploit them in some pretty interesting ways. Special thanks to Pauline (The Kebab Dude), Matt (DarkCnix) and Jack (Milk D Seahorse) for helping out filming footage of Tom Clancy's The Division. -- If you're interested in learning more about navigation meshes here are some links to some resources you might find useful: - Theory and Overview of Navigation Meshes https://en.wikipedia.org/wiki/Navigation_mesh https://www.gamedev.net/articles/programming/artificial-intelligence/navigation-meshes-and-pathfinding-r4880/ https://developer.valvesoftware.com/wiki/Navigation_Meshes - Nav Meshes in Unity https://unity3d.com/learn/tutorials/topics/navigation/nav-meshes https://www.youtube.com/watch?v=rKGq42FMV8c&list=PLokhY9fbx05dodzlBfYsKrUSVk5oVactQ - Nav Meshes in Unreal Engine 4 https://docs.unrealengine.com/en-us/Resources/ContentExamples/NavMesh/1_1 https://docs.unrealengine.com/en-us/Resources/ContentExamples/NavMesh - Recast and Detour https://github.com/recastnavigation/recastnavigation -- Games in this episode (in order of appearance): - Watchdogs - Tom Clancy's Ghost Recon Wildlands - Grand Theft Auto V - Tom Clancy's The Division - Assassin's Creed Unity - DOOM
AI and Games is a crowdfunded show and wouldn't be possible wthout the wonderful people who support it on Patreon. https://www.patreon.com/posts/22116442 http://www.paypal.me/AIandGames http://www.ko-fi.com/AIandGames Learn more about the making of this video, get notes from my research and video prep over on patreon now: 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 -- I return to the Halo universe and build on my existing video on the behaviour tree AI of Halo 2, to discuss how Halo 3 manages large-scale infantry combat. You can read the article based on this video at: http://www.aiandgames.com/halo3 http://gamasutra.com/blogs/TommyThompson/20181022/328891/Combat_Evolved__Encounter_Design_in_Halo_3.php -- Music in this video (in order): 'Finish the Fight' - Halo 3 OST 'Impart' - Halo 2 Anniversary OST 'Greatest Journey' - Halo 3 OST 'Never Forget' - Halo 3 OST #gamedev #AI #Halo
AI and Games is a crowdfunded show and wouldn't be possible wthout the wonderful people who support it on Patreon. https://www.patreon.com/posts/disposable-ai-in-22551835 Vote on the next episode of Design Dive at: https://www.patreon.com/posts/22568851 -- As the 100th armistice day looms, I figured what better time to raise this difficult topic. Design Dive is back with a new episode looking at how we employ non-player characters in games based on real-world conflict. -- 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 -- Video Footage at the opening of this video: "Nov 11, 1918 - Scenes in Paris, France on Armistice Day" https://www.youtube.com/watch?v=QOXv5-a8pvg Music in this video (in order): 'Music Theme 1' - Battlefield V OST 'Main Theme' - Battlefield 1 OST 'Disposable Heroes' - Metallica 'Little Trinketry' - Valiant Hearts OST 'A Brotherhood of Heroes' - Call of Duty WWII OST #Armistice100 #BattlefieldV #GameDesign
In part 1 of my analysis of Tom Clancy's The Division, I look at the AI systems built to create enemy combatants and the design philosophies that drove them. -- AI and Games is a crowdfunded show and wouldn't be possible wthout the wonderful people who support it on Patreon. Learn more about the making of this video, get notes from my research and video prep over on patreon now: https://www.patreon.com/posts/ai-of-tom-part-1-22940065 You can read the article based on this video on AIandGames.com and Gamasutra: https://aiandgames.com/the-division1 http://www.gamasutra.com/blogs/TommyThompson/20181203/331725/Enemy_AI_Design_in_Tom_Clancys_The_Division.php -- 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 Division soundtrack: - Prologue - We Are The Division - The Garden - Dyer #TheDivision #gamedev #AI
In part 2 of my analysis of Tom Clancy's The Division, I look at how the AI systems I discussed in part 1 actually run online and what a players version of the game needs to do to synchronise with it. Plus I look at how enemy AI is balanced throughout the game world and how AI players were used to test missions in The Division during development. -- AI and Games is a crowdfunded show and wouldn't be possible wthout the wonderful people who support it on Patreon. Learn more about the making of this video, get notes from my research and video prep over on patreon now: https://www.patreon.com/posts/ai-of-tom-part-2-22984895 You can read the article based on this video at: https://aiandgames.com/the-division2/ http://www.gamasutra.com/blogs/TommyThompson/20181210/332298/How_Tom_Clancys_The_Division_Manages_AI_Online.php -- 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 Division soundtrack: - Precinct - Safehouse - Take Back New York #TheDivision2 #gamedev #AI
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
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. -- 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
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. -- 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
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. -- 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
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.
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. -- 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
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
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
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
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
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
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
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
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. -- You can read the article based on this video on the AI and Games website: http://aiandgames.com/hitman -- 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 fol
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 -- 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 and Twitter: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames http://www.twitter.com/GET_TUDA_CHOPPA
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 -- 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 -- All music in this video is by TeknoAxe. http://www.teknoaxe.com http://www.patreon.com/teknoaxe
Support AI and Games and help the show grow by joining my Patreon: http://www.patreon.com/ai_and_games -- 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 -- 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, 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 #DarkSouls #ScholarOfTheFirstSin #DarkSouls2 #DarkSouls #ScholarOfTheFirstSin #GameDesign
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 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 -- 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
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 -- 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
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 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" -- 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
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 -- 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
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
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.
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.
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.
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 -- 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 #DOOM64 #DOOM #DoomEternal
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.
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 -- 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/A
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 -- 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 #AlienIsolation #CreativeAssembly #OpenCAGE
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! 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 #SplinterCell #Stealth #GameDev
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
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 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
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
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. 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
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 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
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
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
Ludomotion's 2017 dungeon crawler 'Unexplored' has one of the most unique procedural level generation systems out there. It doesn't generate levels, it creates cycles of gameplay it wants the player to experience and then converts that into a playable dungeon. [00:00] Intro [01:08] Cycles in Level Design [02:53] Cyclic Generation [05:25] Cycles Within Cycles [07:19] From Cycles to Dungeons [11:54] Unexplored 2 You can find out more about Cyclic Generation via the links below: https://ctrl500.com/tech/handcrafted-feel-dungeon-generation-unexplored-explores-cyclic-dungeon-generation/ https://www.youtube.com/watch?v=mA6PacEZX9M&ab_channel=BUasGames Plus you can read the chapter dedicated to cyclic generation in the 'Procedural Generation for Game Design' book. https://www.routledge.com/Procedural-Generation-in-Game-Design/Short-Adams/p/book/9781498799195 Unexplored is available on PC and consoles: - PC (Steam): https://store.steampowered.com/app/506870/Unexplored/ - Xbox: https://www.microsoft.com/en-gb/p/unexplored-unlocked-edition/bqcbwn0vwpmq - PS4: https://store.playstation.com/en-gb/product/EP8925-CUSA11311_00-NEPHILIMDIGERATI - Switch: https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/Unexplored-1406598.html Unexplored 2 has an expected release date of 2021, here's some info: https://www.epicgames.com/store/en-US/product/unexplored-2/home Plus you can find Joris Dorman's blog on Gamasutra detailing updates to the sequel: https://www.gamasutra.com/blogs/author/JorisDormans/604407/ -- 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-shi
The state of videogame discourse continues to erode with every major AAA release. It's the result of a broken system that inhibits players, fans, and aspiring developers from learning more about the industry. And in this episode, I want to explore where the points of failure lie and the issues that manifest. For reference: all footage of Cyberpunk 2077 is recorded on an Xbox One. All music in this episode is by TeknoAxe: http://www.teknoaxe.com Design Dive is the video essay series on video game development and design that is part of the AI and Games YouTube channel. [00:00] Introduction [01:28] Breakdown in Communication [05:26] Understanding Game Development [07:53] Access to Knowledge [13:15] Simplified Marketing [17:31] Press, Pundits & Propaganda [25:48] The End Result [29:05] Moving Forward [31:07] Still Hopeful -- 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 -- You can follow AI and Games on Twitter: http://www.twitter.com/AIandGames Join me for livestreams over on Twitch: http://www.twitch.tv/aiandgames Join our Discord Community: bit.ly/AIandGamesDiscord Get yourself an AI and Games t-shirt over on Teespring! https://teespring.com/stores/aiandgames #Discourse #Gamers
The past year has not been an easy one and for many of us, videogames have been a mechanism to support our mental health and social interactions. I share some of my experiences, but what have been the games that have helped you get through the past 12 months? For everyone wondering about my second channel, Smoke & Mirrors, that's dedicated to short reviews of games I'm playing with new episodes release early to Patreon supporters. You can check it out at this link: https://www.youtube.com/channel/UCFiZI2f2E43t3KERLew_TBg -- 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 [00:00] Intro [02:36] Finding the Fun [03:59] Tackling the Backlog [06:59] Survival Through Perseverance [08:47] Switch Off the Brain [09:21] Trying Something new [11:46] Couch Co-op [13:13] Social Online Multiplayer [16:56] The Sense of Exploration [20:08] Closing All tracks (in order of appearance) by TeknoAxe: http://www.teknoaxe.com 'Dystopian Paradise' 'Lost in the Groove' 'The Infinite' 'The End of Summer According to Sprites' -- You can follow AI and Games on Twitter: http://www.twitter.com/AIandGames Join me for live streams over on Twitch: http://www.twitch.tv/aiandgames Join our Discord Community: bit.ly/AIandGamesDiscord Get yourself an AI and Games t-shirt over on Teespring! https://teespring.com/stores/aiandgames
How do you design culture? How would you get a procedural generator to design it in a video game? And do you think you could dedicate 10 years of your life to making it happen? Tommy explores the inner workings of the roguelike 'Ultima Ratio Regum' and how it builds everything from religious and political ideologies all the way down to the carvings on the chairs in peoples homes. We explore not just how the game's systems work, but go into more detail on the origins and ongoing development of the project with help from URR's creator Dr. Mark Johnson. For those keen to find out more about URR, download the game or check out Mark's research in eSports and live streaming, be sure to visit his website: https://www.markrjohnsongames.com [00:00​] Intro [01:39​] What is Ultima Ratio Regum? [07:12​] Early Beginnings [12:45​] How Does URR Work? [18:21​] Maintaining Diversity [23:24​] Connections [26:27​] Scaling-Up [29:40​] Reflections [38:08​] Lessons Learned [42:36​] 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 -- You can follow AI and Games on Twitter: http://www.twitter.com/AIandGames Join me for livestreams over on Twitch: http://www.twitch.tv/aiandgames Join our Discord Community: bit.ly/AIandGamesDiscord Get yourself an AI and Games t-shirt over on Teespring! https://teespring.com/stores/aiandgames
Gears Tactics combines the turn-based strategy of XCOM with the chaos and intensity of the Gears of War series. But sometimes it becomes a little difficult to keep your eye on the action. In this episode of AI and Games we explore the Tactical Planner system in Gears Tactics that helps achieve what developers Splash Damage and The Coalition refer to as 'Tactical Clarity': a design philosophy that ensures players can easily follow the action as it happens. This episode is inspired by the talk "Make It Fast: Simultaneous AI Actions in Gears Tactics" delivered at Unreal Fest 2020 by Matthias Siemonsmeier. https://www.youtube.com/watch?v=rzR-vetCLYA [00:00] Intro [01:43] Coordinating Enemy Strategy [03:28] Tactical Clarity [04:50] Locust AI [06:20] The Tactical Planner [09:43] Co-operation [11:57] Execution and Interrupts [13:31] Closing Music in this episode is from the Gears Tactics sound by Edward Patrick White. Tracklist in order of appearance: "Civilians" "Trails" "COG1" "Snafu" "Main Menu Theme" "The Wrong Gear" -- 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 -- You can follow AI and Games on Twitter: http://www.twitter.com/AIandGames Join me for livestreams over on Twitch: http://www.twitch.tv/aiandgames Join our Discord Community: bit.ly/AIandGamesDiscord Get yourself an AI and Games t-shirt over on Teespring! https://teespring.com/stores/aiandgames #GearsOfWar #GearsTactics #GameDev
Drivatar, the system that powers AI racers in the Forza franchise to drive just like you and your friends, is one of the longest-running applications of machine learning in the video games industry. But how does it actually work? We crack open the bonnet to find out what makes this engine tick and how it creates a social experience for Xbox players in both the Forza Motorsport and Forza Horizon titles. This episode is inspired by the following sources: - Microsoft Research's pages on Drivatar (now dead) http://web.archive.org/web/20140208083127/http://research.microsoft.com/en-us/projects/drivatar/forza.aspx - Jeffrey Schlimmer's 2015 talk at the nucl.ai conference: "Drivatar and Machine Learning Racing Skills in the Forza Series" - The following interviews with creative director Dan Greenawalt: https://arstechnica.com/gaming/2020/09/war-stories-how-forza-learned-to-love-neural-nets-to-train-ai-drivers/ https://www.wired.com/2014/09/forza-horizon-2-drivatars/ https://www.topgear.com/car-news/gaming/meet-man-behind-forza-motorsport https://web.archive.org/web/20070314015129/https://forzamotorsport.net/news/pitpassreports/pitpass36-2.htm https://venturebeat.com/2013/11/06/how-microsofts-turn-10-fashioned-the-ai-for-cars-in-forza-motorsport-5-interview/ https://www.theguardian.com/technology/gamesblog/2011/sep/06/forza-4-interview https://www.eurogamer.net/articles/digitalfoundry-the-making-of-forza-horizon Chapters [00:00] Intro [00:50] What is a Drivatar? [02:03] The Challenge of Racing AI [05:22] Forza Physics [09:01] The Original Drivatar [13:30] Drivatar v2.0 [18:21] Designer Modifications [20:33] Hacks & Tweaks [22:27] 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
With over 100 games submitted and close to 1000 participants, the inaugural AI and Games game jam has vastly exceeded my expectations. To celebrate the occasion and thank everyone for participating, here is my summary. Including my favourite games submitted to the jam. Thanks to everyone who signed up, submitted a game, rated, or just joined in the fun! You can check out the full list of submissions over at: https://itch.io/jam/aiandgames-2021 [00:00] Intro [02:29] Public Vote Winner: 'Breaking the Rule' - https://ximmersion.itch.io/break-the-rule [03:06] Hamlet - https://qwertyuiop888.itch.io/hamlet [03:45] Dummy Fight - https://ahmetahaydemir.itch.io/dummy-fight [04:24] Aquatic Deceptions - https://rodellison.itch.io/aquatic-deceptions [05:12] A.N.G.E.R. - https://hellman.itch.io/anger [05:52] Grid Wars - https://cavemanlabs.itch.io/grid-wars [06:26] Sand Flag - https://peacefield.itch.io/sand-flag [07:22] Eye of the Big Brother - https://celmer89.itch.io/eye-of-the-big-brother [08:02] Wendell Tank - https://chase-of-bass.itch.io/wendell-tank [08:52] Inhabitants of the Fir Forest - https://stefanocagnani90.itch.io/inhabitants-of-the-fir-forest [09:37] Crime Bots - https://cashgarman.itch.io/crimebots [10:39] Break the Sky - https://sambigos.itch.io/break-the-sky [11:48] Wave Function Cat Labs - https://qu0d0.itch.io/wave-function-cat-labs [12:46] Tic Tac Robot - https://jean-marc-studio-jms.itch.io/tic-tac-robot [13:53] 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 -- You can follow AI and Games on Twitter: http://www.twitter.com/AIandGames Join me for livestreams over on Twitch: http://www.twitch.tv/aiandgames Join our Discor
Support AI and Games on Patreon: http://www.patreon.com/ai_and_games -- Design Dive returns to take a look at the recent releases in the Monster Hunter franchise. What is it about this series that makes it so appealing? Smashing big weapons into even bigger monsters of course! [00:00] Intro [01:52] The Core Loop [04:14] Monster Design [10:00] How Monster Hunter: World Build's Immersion [15:28] The Combat Focus of Monster Hunter Rise [19:11] 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 via Patreon and YouTube memberships. http://www.patreon.com/ai_and_games https://www.youtube.com/channel/UCov_51F0betb6hJ6Gumxg3Q/join -- You can follow AI and Games on Twitter: http://www.twitter.com/AIandGames Join me for live streams over on Twitch: http://www.twitch.tv/aiandgames Join our Discord Community: bit.ly/AIandGamesDiscord Get yourself an AI and Games t-shirt over on Teespring! https://teespring.com/stores/aiandgames
Support AI and Games on Patreon: http://www.patreon.com/ai_and_games -- The recent release of Mass Effect Legendary Edition is one of the most high profile cases of AI being used to upscale game art for higher resolutions. In this episode, we take a look at the tech that makes it a reality and the modding communities that have pioneered this new approach to remastering games. [00:00] Intro [01:07] Graphics in Games [06:30] This Sounds Like DLSS? [08:08] How Texture Upscaling Works [12:03] Modding with AI [15:45] AAA Super Resolution [18:44] Closing If you want to learn more about what's covered in this episode, check out these links: - Learn more about super-resolution (and more) over at @Two Minute Papers - Check out the game upscaling subreddit: https://www.reddit.com/r/GameUpscale - Learn more about ESRGANs and grab the codebase: https://esrgan.readthedocs.io - DOOM Neural Upscale 2X: https://www.doomworld.com/forum/topic/99021-doom-neural-upscale-2x-v-10/ - Max Payne Remastered: https://www.moddb.com/games/max-payne/addons/max-payne-remastered - Dolphin Texture Mods: https://github.com/rapka/dolphin-textures - Deus Ex New Vision 2.0: https://www.moddb.com/mods/new-vision/news/new-vision-20a - Morrowind Enhanced Texture Mod: https://www.nexusmods.com/morrowind/mods/46221?tab=description -- 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 -- You can follow AI and Games on Twitter: http://www.twitter.com/AIandGames Join me for live streams over on Twitch: http://www.twitch.tv/aiandgames Join our Discord Community: bit.ly/AIandGamesDiscord Get yourself an AI and Games t-shirt over on Teespring! https://teespring.com/stores/aiandgam
Support AI and Games on Patreon: http://www.patreon.com/ai_and_games -- Back in 2019 Nvidia unveiled DLSS: an AI-powered technology for boosting the output of their graphical processing units (GPUs) for gaming PCs. But what on earth is it? How does it work? We take a look and explore its function, continued evolution and market competition. [00:00] Introduction [01:19] Why Do We Need DLSS? [05:42] Texture Super Resolution [06:40] How Does It Work? [12:29] Competition from AMD [14:23] 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 -- You can follow AI and Games on Twitter: http://www.twitter.com/AIandGames Join me for live streams over on Twitch: http://www.twitch.tv/aiandgames Join our Discord Community: bit.ly/AIandGamesDiscord Get yourself an AI and Games t-shirt over on Teespring! https://teespring.com/stores/aiandgames #NvidiaRTX #DLSS #DeepLearning
Support AI and Games on Patreon to get your name in the credits, early-access and more: http://www.patreon.com/ai_and_games -- Sometimes the AI in a videogame has lots of perfectly valid actions it can take, but deciding which one can be quite difficult. Utility AI is one approach to help solve it, by calculating how useful that action is based on the current context. We look at how it works, some simple calculations and how games ranging from @Electronic Arts's 'The Sims', all the way to @Creative Assembly's 'Total War' series, adopt Utility AI in their games. [00:00] Intro [01:02] Why do we need Utility AI? [04:21] Calculating Utility [06:39] Utility AI in AAA Games [14:46] Closing If you're interested in learning more about Utility AI, check out these reading materials and related links: "An Introduction to Utility AI Theory" - Game AI Pro v2 http://www.gameaipro.com/GameAIPro/GameAIPro_Chapter09_An_Introduction_to_Utility_Theory.pdf "Behavior Decision System: Dragon Age Inquisition’s Utility Scoring Architecture" - Game AI Pro v3 http://www.gameaipro.com/GameAIPro3/GameAIPro3_Chapter31_Behavior_Decision_System_Dragon_Age_Inquisition%E2%80%99s_Utility_Scoring_Architecture.pdf "Intrigue & Betrayal: Diplomacy AI in Total War Three Kingdoms", Csaba Toth and Duygu Cakmak, GDC 2021 "Analysing AI Behaviour in Total War | Creative Assembly and BAFTA Games", Csaba Toth and Duygu Cakmak https://www.youtube.com/watch?v=2NM78eM_yME&ab_channel=CreativeAssembly All music in this video is from TeknoAxe http://www.teknoaxe.com -- 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 -- You can follow AI and Games on Twitter: http://www.twitter.com/AIandG
The first in a multi-part series of public lectures on AI in games. Recorded on 20th October 2014 at the University of Derby. In this first video, we detail some of the most interesting work in using video games as benchmarks within the AI research community. This is largely focussed on four competition benchmarks: - The Ms. Pac-Man Competition - The Mario AI Competition - The 2K BotPrize - The Starcraft AI Competition Full credit must be given to the following authors of videos used in this presentation: "Ms. Pac-Man AI - ICE Pambush 3" (RTNO1) https://www.youtube.com/watch?v=Zo0YujjX1PI "ICEP-IDDFS (Ms. Pac-Man) vs Memetix (Ghosts)" (RTNO1) https://www.youtube.com/watch?v=Zo0YujjX1PI "Infinite Mario AI - Long Level" (Robin Baumgarten) https://www.youtube.com/watch?v=DlkMs4ZHHr8 "Infinite Mario AI vs Hard Level" (UCSCweber) https://www.youtube.com/watch?v=V06nEHw70b4 "CIG 2010 Level Generator Entry" (UCSCweber) https://www.youtube.com/watch?v=8Eu8sRV2yd4&index=46 "BotPrize Video" (Sean Williams) https://www.youtube.com/watch?v=mUNfjMDhCpM "2012 AIIDE StarCraft AI Competition - Highlight Reel" (serendib7) https://www.youtube.com/watch?v=jYzSffdvvwo The remaining videos have all been crafted by myself. More videos and articles on work in Ms. Pac-Man and Super Mario can be found at the following links: "The Mario AI Competition": http://www.patreon.com/creation?hid=614578 "What's the Deal with Pac-Man?": http://www.patreon.com/creation?hid=614536 For those interested in a copy of the slides (without videos), they can be found at: https://t2thompson.files.wordpress.com/2015/02/part-1-ai-research-in-video-games-minus-video.pptx
In this second video of the public lecture series, we take a long, hard look at the Batman: Arkham series. Previously discussed in the 'Arkham Intelligence' video linked to below, this talk goes into the design ethos of the AI behind the Arkham games, with walkthroughs of gameplay and discussion of key design decisions made throughout development. This lecture was delivered at the University of Derby, UK on November 4th 2014. Special thanks to my colleague Dave Voorhis (University of Derby) for recording this session and to Alex Champandard (AIGameDev.com) and Tim Hanagan (Rocksteady Studios) for providing the basis of this lecture. For more on this series please check out my patreon at: www.patreon.com/ai_and_games The original Arkham Intelligence video can be found at: http://www.youtube.com/watch?v=Oz04rH542l8 No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.
In this third video of the public lecture series, we investigate the work conducted by Jeff Orkin and the Monolith team when creating the AI of F.E.A.R: a first-person shooter series on PC, PS3 and Xbox 360. This talk gives an overview of the ideas behind classical planning systems in AI and the approach taken to adopt these techniques in the Goal Oriented Action Planning (GOAP) system. This lecture was delivered at the University of Derby, UK on November 17th 2014. Special thanks to my colleague Dave Voorhis (University of Derby) for recording this session and to Alex Champandard (AIGameDev.com), Eric Jacopin (Centre de recherche des écoles de Saint-Cyr Coëtquidan) and Jeff Orkin (Giant Otter, former Monolith developer) for providing the basis of this lecture. In addition, credit must be given to Matt Lees (and VideoGamer) for the user of "Xbox One Announcement - Abridged Version": https://www.youtube.com/watch?v=KOxdMQhDMIU And YouTube user SuperMarioGalaxy13 for his "Next Gen Technology" Video: https://www.youtube.com/watch?v=TMYso30L9zI For more on this series please check out my patreon at: www.patreon.com/ai_and_games The original 'Facing Your F.E.A.R.' video can be found at: https://youtu.be/BmOOrh5lq7o No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.
http://aiandgames.com/in-the-directors-chair-left-4-dead-2/ @aiandgames www.patreon.com/ai_and_games -- In this final video of the first public lecture series, we take a look at the 'Director AI' behind Valve's online co-operative shooter Left 4 Dead. We explore not only how director AI differs from traditional work in non-player character development, but also explore this system actually works. We also have a special snippet of gameplay made just for this video, where we show you how you can play around with the director itself when playing Left 4 Dead. This lecture was delivered at the University of Derby, UK on December 1st 2014. Special thanks to my colleague Dave Voorhis (University of Derby) for recording this session and to Phil Lawson for providing technical support in getting this up and running. Please check out our crowd sponsor patreon to not only get early access to content, but also exclusive content and behind the scenes work at: www.patreon.com/ai_and_games The original 'Facing Your F.E.A.R.' video can be found at: https://youtu.be/BmOOrh5lq7o No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.