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Stories recently tagged with 'AI'
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published 4 days, 11 hours ago, submitted by
Novack
5 days, 2 hours ago
aigamedev.com — Weekends at AiGameDev.com are dedicated to rounding up smart links from the web relating to artificial intelligence and game development. This week, we have a variety of topics, some videos and a paper; as always, there are some good articles and blog posts for you to read. Remember, there’s also lots of great content to be found in the forums here! (All you have to do is introduce yourself.) Also don’t forget the Twitter account for random thoughts! read more...
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published 7 days, 8 hours ago, submitted by
ElementCy
7 days, 11 hours ago
aigamedev.com — In game development, the team working on the AI must be one of the most multi-disciplinary of them all. The artist have to build the objects according to a specification so that the AI can use them, the animators create the most important aspect of non-player characters, the AI is often the most complicated part of the design problem, and the level designers and scripters must understand how the AI works in order to create challenging and robust levels. The programming tasks related to the AI are spread along multiple different specialized programmers too, from animation to tools programmers to gameplay programmers — not to mention the AI programmers themselves. read more...
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published 11 days, 8 hours ago, submitted by
Novack
11 days, 21 hours ago
aigamedev.com — Weekends at AiGameDev.com are dedicated to rounding up smart links from the web relating to artificial intelligence and game development. This week, there are many good articles and blog posts for you to read. Remember, there’s also lots of great content to be found in the forums here! (All you have to do is introduce yourself). read more...
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AI | tag it
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published 14 days, 4 hours ago, submitted by
ElementCy
14 days, 4 hours ago
aigamedev.com — In this week’s developer discussion on AiGameDev.com, Dave Mark sets the scene for a polarized discussion of methodologies. read more...
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published 18 days, 7 hours ago, submitted by
Novack
18 days, 8 hours ago
aigamedev.com — Weekends at AiGameDev.com are dedicated to rounding up smart links from the web relating to artificial intelligence and game development. This week, we have more jobs, and a variety of topics: as always, there are good articles and blog posts for you to read. read more...
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published 21 days, 12 hours ago, submitted by
ElementCy
21 days, 12 hours ago
aigamedev.com — These days, the topic of multi-threading comes up rather frequently. You’ll either hear sensationalist doomsday scenarios about how incredibly hard it is to implement, or how some language researcher has invented a revolutionary new technology that solves all the world’s concurrency problems. Meanwhile, in the background, game developers have been innovating quietly, squeezing more and more performance out of their multi-core hardware… read more...
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published 22 days, 11 hours ago, submitted by
ElementCy
22 days, 12 hours ago
aigamedev.com — Well, after many requests in the forums and by emails, months of hard work on the design and back end, numerous rumors and endless speculations… it’s finally here! Announcing the AiGameDev.com Wiki — the only one of its kind dedicated entirely to game AI. read more...
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published 22 days, 12 hours ago, submitted by
ElementCy
22 days, 12 hours ago
aigamedev.com — This week, Dave Mark tries to take a break from thinking about AI, but ends up doing it anyway! Do you play your games this extensively before implementing the AI? read more...
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published 29 days, 4 hours ago, submitted by
ElementCy
29 days, 7 hours ago
aigamedev.com — In this week’s developer discussion on AiGameDev.com, Dave Mark picks up on a topic that’s been rather popular recently: what’s the best way to do path-finding? read more...
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published 1 month, 7 days ago, submitted by
ElementCy
1 month, 7 days ago
realtimecollisiondetection.net — Cellular automata have uses beyond Game of Life. Learn how to use a CA to solve a maze and even to reduce the search space for a pathfinding problem! read more...
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tags:
Pathfinding, AI | tag it
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published 1 month, 19 days ago, submitted by
ElementCy
1 month, 19 days ago
aigamedev.com — In this week’s AI Game Developer discussion, Dave Mark heads straight for controversial ground with this article about multi-threading and concurrency. Do you think it’s solved? Do we even need to solve it? read more...
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published 2 months, 3 days ago, submitted by
ElementCy
2 months, 3 days ago
aigamedev.com — What would happen if you set out on a game development quest by designing the AI first? You can make the case that Creatures was likely done that way. There are some obvious, little-used AI techniques in play there. read more...
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published 2 months, 10 days ago, submitted by
ElementCy
2 months, 10 days ago
aigamedev.com — Dave Mark picks up on a recent blog post by Paul Tozour, AI guru extra-ordinaire, who discusses AI interview questions he would like to hear in the games industry. read more...
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published 2 months, 13 days ago, submitted by
ElementCy
2 months, 13 days ago
aigamedev.com — Would you be surprised to hear that regardless of the technology you choose to implement your decision making system there are some very common patterns that reoccur in AI architectures? Whether you implement a planning engine based on STRIPS or HTN, or a more reactive system using fuzzy logic or behavior trees… All of these technologies, when plugged together in a game AI architecture, will exhibit similar patterns that don’t even depend on the character-type or even the style of game. read more...
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published 2 months, 23 days ago, submitted by
ElementCy
2 months, 23 days ago
brainworks-ai.blogspot.com — A computer's most natural method of search is not the same as a human's. Computers usually operate best with binary search while humans "just try something". Only when the AI was programmed to do something counter-intuitive (for a computer) did the AI seem human. read more...
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published 2 months, 23 days ago, submitted by
ElementCy
2 months, 24 days ago
aigamedev.com — The SIGGRAPH conference is always like a treasure chest for anyone working in fields relating to graphics or simulation. This year’s event is still a few months away, but the main papers are already online. Here’s a selection of the best papers that are the most relevant for creating artificial intelligent characters in games. read more...
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tags:
SIGGRAPH, AI | tag it
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