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nucl.ai Archives | The nucl.ai Conference recordings and proceedings.

The recordings for these events are available to All Access attendees, as well as AiGameDev.com PLATINUM studios (and above). You can also get access to the main amphitheatre recordings with an AiGameDev.com ULTIMATE membership. A Type in your email and get an access link. B Create an account. In less than 10 sec. This course unit is now only available to paying members. To access The Unit. You can subscribe using one of the following options. ULTIMATE required, $97 per Quarter. Or click for more details!

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nucl.ai Archives | The nucl.ai Conference recordings and proceedings. | archives.nucl.ai Reviews

https://archives.nucl.ai

The recordings for these events are available to All Access attendees, as well as AiGameDev.com PLATINUM studios (and above). You can also get access to the main amphitheatre recordings with an AiGameDev.com ULTIMATE membership. A Type in your email and get an access link. B Create an account. In less than 10 sec. This course unit is now only available to paying members. To access The Unit. You can subscribe using one of the following options. ULTIMATE required, $97 per Quarter. Or click for more details!

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archives.nucl.ai archives.nucl.ai
1

Game / AI Conference 2011 | nucl.ai Archives

https://archives.nucl.ai/category/gaic11

Game / AI Conference 2011. This event took place in Paris on June 23-24, 2011 at the CNAM. The event brought together over three hundred game developers from around Europe and beyond, and covered a variety of topics revolving around applying artificial intelligence in game development. Archive by category "Game / AI Conference 2011". Day #1 — June 23, 2011. 09:30 – Applying Reactive Planning Idioms to Behavior Trees. 11:30 – Emotions, Stochastic Sampling and the AI in LOVE. Day #2 — June 24, 2011.

2

nucl.ai Conference 2015 | nucl.ai Archives

https://archives.nucl.ai/category/nuclai15

Held on July 20th to 22nd 2015 in Vienna/Austria, nucl.ai grew out of the Game/AI Conference (in its 7th edition) as the largest worldwide event dedicated to the topic of artificial intelligence applications in creative industries. The event brought together around three hundred professional developers, enthusiasts and practitioners from Europe and beyond! Archive by category "nucl.ai Conference 2015". Nuclai 2015 talks were presented in three different rooms, depending on format and access level.

3

Game / AI Conference 2012 | nucl.ai Archives

https://archives.nucl.ai/category/gaic12

Game / AI Conference 2012. This event took place in Vienna on September 18-19, 2012 at the University Of Vienna, and brought together leading game developers from around Europe and beyond, and showcased the maturity of Game/AI in current mainstream games as well as providing glimpses of new designs and technology. Archive by category "Game / AI Conference 2012". Day #1 — September 18, 2012. 10:00 – Crowds in HITMAN: ABSOLUTION. 11:30 – Predicting Your Average Player's Habits for Fun and Monetization.

4

Game / AI Conference 2009 | nucl.ai Archives

https://archives.nucl.ai/category/gaic09

Game / AI Conference 2009. This event took place in Paris on June 10-11, 2009 at the CNAM. As the largest gathering of AI / gameplay programmers to date, the conference emphasized how seriously the games industry started taking Game AI. This was also reflected in the maturity of the techniques and methodologies used. Archive by category "Game / AI Conference 2009". Day #1 — June 10, 2009. 00:00 – Planning Multi-Unit Maneuvers Using HTN and A*. 00:00 – Coordinating Agents Using Behaviour Trees.

5

nucl.ai Conference 2016 | nucl.ai Archives

https://archives.nucl.ai/category/nuclai16

Held on July 18th to 20th 2016 in Vienna/Austria, nucl.ai grew out of the Game/AI Conference (in its 8th edition) as the largest worldwide event dedicated to the topic of artificial intelligence applications in creative industries. The event brought together around three hundred professional developers, enthusiasts and practitioners from Europe and beyond! Archive by category "nucl.ai Conference 2016". Nuclai 2016 talks were presented in three different rooms, depending on format and access level.

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HCSM: A Framework for Behavior and Scenario Control in Virtual Environments | AiGameDev.com

http://aigamedev.com/open/reviews/hcsm-concurrent-state-machine

Of game developers focusing on artificial intelligence. Premium and Ultimate Features. HCSM: A Framework for Behavior and Scenario Control in Virtual Environments. Luke Dicken on December 7, 2009. Finite-state machines have been getting a lot of bad press. Over the past couple years, and justifiably so! The rest of this white paper review is written by Luke Dicken, researcher at the University of Strathclyde and our resident academic here at. He's also known as @LukeD. Designing and organizing sophistica...

aigamedev.com aigamedev.com

Using Potential Fields in a Real-time Strategy Game Scenario (Tutorial) | AiGameDev.com

http://aigamedev.com/open/tutorials/potential-fields

Of game developers focusing on artificial intelligence. Premium and Ultimate Features. Using Potential Fields in a Real-time Strategy Game Scenario (Tutorial). Johan Hagelbäck on January 31, 2009. This in-depth article was submitted by Johan Hagelbäck. Lecturer and Ph.D. researcher in adaptive game AI. If you’d like to join Johan and myself (Alex J. Champandard) for a live online masterclass. Public) on Wednesday, February 4th at 21:00 CET Europe, 15:00 East Coast, then go to live.aigamedev.com. This is ...

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Near-Optimal Hierarchical Pathfinding (HPA*) | AiGameDev.com

http://aigamedev.com/open/review/near-optimal-hierarchical-pathfinding

Of game developers focusing on artificial intelligence. Premium and Ultimate Features. Near-Optimal Hierarchical Pathfinding (HPA*). Alex J. Champandard on October 11, 2007. You might think that over the decades, in-game navigation. Has been completely solved and that research can focus on different topics. Well, it's not quite the case yet; there are still improvements being made. To deal with greater numbers of actors and larger dynamic worlds. This week's Thursday Theory. At the University of Alberta.

aigamedev.com aigamedev.com

Teaming Up with Halo’s AI: 42 Tricks to Assist Your Game | AiGameDev.com

http://aigamedev.com/open/reviews/halo-ai

Of game developers focusing on artificial intelligence. Premium and Ultimate Features. Teaming Up with Halo’s AI: 42 Tricks to Assist Your Game. Alex J. Champandard on October 29, 2007. Caused a bit of a controversy here on. When it ranked so highly in the Top 10 Most Influential AI Games. But after reading through the record 42 tips in this technical review. You’ll quickly realize how much influence Bungie. Has over the industry by sharing insights into its development process. It still takes lots of de...

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Clearance-based Pathfinding and Hierarchical Annotated A* Search | AiGameDev.com

http://aigamedev.com/open/article/clearance-based-pathfinding

Of game developers focusing on artificial intelligence. Premium and Ultimate Features. Clearance-based Pathfinding and Hierarchical Annotated A* Search. Daniel Harabor on May 5, 2009. This article was originally published as part of. Premium ( re-opening on May 6th. And written by Daniel Harabor. PhD researcher at the NICTA and The Australian National University, specializing in pathfinding and game AI. You can contact him by email at. This was the topic of a recent paper [1]. I co-wrote with Adi Botea.

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Perfection Games Remove Noise from Developer Feedback | AiGameDev.com

http://aigamedev.com/open/articles/perfection-game

Of game developers focusing on artificial intelligence. Premium and Ultimate Features. Perfection Games Remove Noise from Developer Feedback. Alex J. Champandard on October 17, 2007. Picture a rockstar waving a guitar right in front of the amplifier. That’s how most people cringe internally when anyone mentions they have feedback. It’s no surprise frankly; most developers suck at giving feedback. Last week you learned about the Decider protocol. When Feedback Is Mostly Noise. The Perfection Game Protocol.

aigamedev.com aigamedev.com

Group Steering & Crowds Broadcasts, Early Bird Sale for nucl.ai | AiGameDev.com

http://aigamedev.com/insider/newsletter/group-steering-crowds-broadcasts-early-bird-sale-for-nucl.ai

Of game developers focusing on artificial intelligence. Premium and Ultimate Features. This article was published for. INSIDERS, free by registration. You can sign-up here. In less than a minute. If you're already registered, log-in. From the top right menu. Group Steering & Crowds Broadcasts, Early Bird Sale for nucl.ai. Alex J. Champandard on April 22, 2015. Upcoming broadcasts about group steering and crowd simulation, last chance for Early Bird tickets at nucl.ai and Neural Network libraries.

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Paper Bot: Automated Highlights from a Database of 474 Papers | AiGameDev.com

http://aigamedev.com/open/article/paper-bot

Of game developers focusing on artificial intelligence. Premium and Ultimate Features. Paper Bot: Automated Highlights from a Database of 474 Papers. Alex J. Champandard on April 16, 2015. A few years ago, we published regular Thursday Theory columns ( example. Here on AiGameDev.com — helping cast a spotlight on research done in Artificial Intelligence for Games. Last year, Mike Cook started Saturday Papers. With a similar mandate, and this year Graham Kendall embraced social media and setup the @TCIAIG.

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AiGameDev.com | Your Online Hub for Game/AI

http://aigamedev.com/articles

Premium and Ultimate Features. July 10th, 2016. Nuclai Conference 2016: Last Tickets and Live Stream, July 18-20. The nucl.ai Conference, our event dedicated to AI in games and Creative Industries, will take place just 7 days from now on July 18-20. It's the largest event worldwide dedicated to the topic! Read on for more details. READ MORE ». July 31st, 2015. Nuclai Conference 2015 Slides (Main Amphitheatre Talks). READ MORE ». March 3rd, 2016. Nuclai '16: Early Bird, Tracks and Call For . Course Unit 2...

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Announcing THE RESISTANCE A.I. Competition: Build Your Spy Bot! | AiGameDev.com

http://aigamedev.com/open/upcoming/resistance-competition

Of game developers focusing on artificial intelligence. Premium and Ultimate Features. Announcing THE RESISTANCE A.I. Competition: Build Your Spy Bot! Alex J. Champandard on August 14, 2012. If you want a challenge that's not only at the cutting edge of game AI research but also fun to work on, then look no further! How about a game that combines the best aspects of Mafia (the party game) and Mastermind (the reasoning game)? The very first impromptu RESISTANCE competition, held at the Dagstuhl seminar on...

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nucl.ai Archives | The nucl.ai Conference recordings and proceedings.

The recordings for these events are available to All Access attendees, as well as AiGameDev.com PLATINUM studios (and above). You can also get access to the main amphitheatre recordings with an AiGameDev.com ULTIMATE membership. A Type in your email and get an access link. B Create an account. In less than 10 sec. This course unit is now only available to paying members. To access The Unit. You can subscribe using one of the following options. ULTIMATE required, $97 per Quarter. Or click for more details!

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