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#gameai — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #gameai, aggregated by home.social.

  1. Ladies and gentlemen, here's the story of the craziest bug I worked on during the late stages of shipping #MindsEye. The final fix went in exactly one week before release, just in time for the day 1 patch.

    I wish I had the opportunity to do a full post mortem of that project, but this will probably never happen. That bug was a gem though. The world needs to know about it before my memory fades away.

    #GameDev #GameAI #Programming

    1/n

  2. AI-NPC's: slimme personages die onthouden wie jij bent

    AI-NPC's met geheugen, emoties en dynamisch gedrag veranderen in 2026 hoe games aanvoelen. Geen scripts, maar personages die reageren op jouw keuzes.

    Lees meer: mastanet.com/artikel/ai-npc-me

    #AINPCs #AIingames #dynamischeNPCs #2026gamingtrends #gameAI #NPCgeheugen #AIpersoonlijkheden #Mastanet

  3. Thú vị: Buổi livestream nơi các AI thi đấu Ma Sói! Bạn có thể xem chúng tranh luận, hợp tác, nghi ngờ và thao túng nhau, tương tự như Among Us. Người xem còn có thể tương tác trực tiếp với trò chơi.

    #AI #MafiaGame #Livestream #ArtificialIntelligence #GameAI #TríTuệNhânTạo #MaSói #Game

    reddit.com/r/SideProject/comme

  4. AMD Schola v2 drops today! 🔥

    Our #opensource #UnrealEngine 5 plugin makes it easy to create AI that learns by playing your game — just like a human would.

    Perfect ✅ for:

    🚀 Smarter NPCs
    🎯 Realistic opponents
    🌍 Dynamic game worlds

    gpuopen.com/amd-schola/?utm_so

    #GameDev #GameAI

  5. My favourite way to play “Shooters” has always been co-op.
    I switched my AI coding (Climate modelling, Chess, etc.) to making “bots” for the Quake Engine based games back in the 1990s, just so me and a few friends could have some fun against Artificial Enemies. It really took off.

    For an arcade machine project in 1999, I had to invent “Artificial Stupidity”, because my Bots were too good for the players to beat. Playtesters died all the time, so I taught the bots to do things like:
    ⭐️Go the wrong way.
    ⭐️Miss valuable pickups.
    ⭐️Worsen their aim.
    ⭐️‘Hear’ and ‘see’ less.

    Fun experience, teaching them to play like a human. As players progressed through the levels, the bots grew more intelligent, gradually providing more challenge, so players felt they got their money’s worth.
    #coding #ai #gameai #shooters #coding #quake #coop #jollycooperation

  6. My favourite way to play “Shooters” has always been co-op.
    I switched my AI coding (Climate modelling, Chess, etc.) to making “bots” for the Quake Engine based games back in the 1990s, just so me and a few friends could have some fun against Artificial Enemies. It really took off.

    For an arcade machine project in 1999, I had to invent “Artificial Stupidity”, because my Bots were too good for the players to beat. Playtesters died all the time, so I taught the bots to do things like:
    ⭐️Go the wrong way.
    ⭐️Miss valuable pickups.
    ⭐️Worsen their aim.
    ⭐️‘Hear’ and ‘see’ less.

    Fun experience, teaching them to play like a human. As players progressed through the levels, the bots grew more intelligent, gradually providing more challenge, so players felt they got their money’s worth.
    #coding #ai #gameai #shooters #quake #coop #jollycooperation

  7. My favourite way to play “Shooters” has always been co-op.
    I switched my AI coding (Climate modelling, Chess, etc.) to making “bots” for the Quake Engine based games back in the 1990s, just so me and a few friends could have some fun against Artificial Enemies. It really took off.

    For an arcade machine project in 1999, I had to invent “Artificial Stupidity”, because my Bots were too good for the players to beat. Playtesters died all the time, so I taught the bots to do things like:
    ⭐️Go the wrong way.
    ⭐️Miss valuable pickups.
    ⭐️Worsen their aim.
    ⭐️‘Hear’ and ‘see’ less.

    Fun experience, teaching them to play like a human. As players progressed through the levels, the bots grew more intelligent, gradually providing more challenge, so players felt they got their money’s worth.
    #coding #ai #gameai #shooters #coding #quake #coop #jollycooperation

  8. My favourite way to play “Shooters” has always been co-op.
    I switched my AI coding (Climate modelling, Chess, etc.) to making “bots” for the Quake Engine based games back in the 1990s, just so me and a few friends could have some fun against Artificial Enemies. It really took off.

    For an arcade machine project in 1999, I had to invent “Artificial Stupidity”, because my Bots were too good for the players to beat. Playtesters died all the time, so I taught the bots to do things like:
    ⭐️Go the wrong way.
    ⭐️Miss valuable pickups.
    ⭐️Worsen their aim.
    ⭐️‘Hear’ and ‘see’ less.

    Fun experience, teaching them to play like a human. As players progressed through the levels, the bots grew more intelligent, gradually providing more challenge, so players felt they got their money’s worth.
    #coding #ai #gameai #shooters #quake #coop #jollycooperation

  9. My favourite way to play “Shooters” has always been co-op.
    I switched my AI coding (Climate modelling, Chess, etc.) to making “bots” for the Quake Engine based games back in the 1990s, just so me and a few friends could have some fun against Artificial Enemies. It really took off.

    For an arcade machine project in 1999, I had to invent “Artificial Stupidity”, because my Bots were too good for the players to beat. Playtesters died all the time, so I taught the bots to do things like:
    ⭐️Go the wrong way.
    ⭐️Miss valuable pickups.
    ⭐️Worsen their aim.
    ⭐️‘Hear’ and ‘see’ less.

    Fun experience, teaching them to play like a human. As players progressed through the levels, the bots grew more intelligent, gradually providing more challenge, so players felt they got their money’s worth.
    #coding #ai #gameai #shooters #coding #quake #coop #jollycooperation

  10. Chris Simon bàn về tiềm năng và hạn chế của LLM trong game: tạo hội thoại NPC, AI Dungeon Master, và xây dựng cốt truyện. Ông nhấn mạnh sự cần thiết của các mô hình nhỏ, chuyên biệt và chỉ ra rằng LLM có thể thiếu tính sáng tạo khi sử dụng ở quy mô lớn.

    #AI #GameAI #LLM #TríTuệNhânTạo #PhátTriểnGame

    reddit.com/r/singularity/comme

  11. Predicting Combat Outcomes in Total War
    Miguel Lopez-Bachiller & James Kwan (Creative Assembly) reveal how they used supervised learning to improve AI battle decisions and autoresolve in Total War. Get insights from data, dev challenges & R&D collab.
    📍 Nov 3–4 | Goldsmiths, London
    🎟️ tickettailor.com/events/gameai
    #GameAI #MachineLearning #TotalWar

  12. 🎮 When Research Meets Release Dates: Production-Grade RL for Games
    Wesley Kerr (Riot Games) shares real-world lessons on making reinforcement learning work at production scale—beyond the hype.
    🗓️ Nov 3–4 | 📍 Goldsmiths, London
    🎟️ Get tickets: tickettailor.com/events/gameai
    #GameAI #ReinforcementLearning #AIDevelopment

  13. From Metrics to Meaning: Effort-Aware and Explainable AI for Game Pathfinding by Yetunde Longe-Folajimi (Wentworth Institute of Technology), shows how AI can help decode level difficulty & design smarter procedural content.

    🎟️ Nov 3–4: tickettailor.com/events/gameai

    #GameAI #ProceduralDesign #GameDev

  14. From Metrics to Meaning: Effort-Aware and Explainable AI for Game Pathfinding by Yetunde Longe-Folajimi (Wentworth Institute of Technology), shows how AI can help decode level difficulty & design smarter procedural content.

    🎟️ Nov 3–4: tickettailor.com/events/gameai

    #GameAI #ProceduralDesign #GameDev

  15. From Metrics to Meaning: Effort-Aware and Explainable AI for Game Pathfinding by Yetunde Longe-Folajimi (Wentworth Institute of Technology), shows how AI can help decode level difficulty & design smarter procedural content.

    🎟️ Nov 3–4: tickettailor.com/events/gameai

    #GameAI #ProceduralDesign #GameDev

  16. From Metrics to Meaning: Effort-Aware and Explainable AI for Game Pathfinding by Yetunde Longe-Folajimi (Wentworth Institute of Technology), shows how AI can help decode level difficulty & design smarter procedural content.

    🎟️ Nov 3–4: tickettailor.com/events/gameai

    #GameAI #ProceduralDesign #GameDev

  17. From Metrics to Meaning: Effort-Aware and Explainable AI for Game Pathfinding by Yetunde Longe-Folajimi (Wentworth Institute of Technology), shows how AI can help decode level difficulty & design smarter procedural content.

    🎟️ Nov 3–4: tickettailor.com/events/gameai

    #GameAI #ProceduralDesign #GameDev

  18. Big Brain, btw, is designed to be data-oriented, so I might provide an API that lets you define game AI in .kdl files that look like this. It could also, for example, eventually use a hypothetical node editor (thing Blender Geometry Nodes), to define the same data.

    #KDL #Bevy #BigBrain #GameAI

  19. Big Brain, btw, is designed to be data-oriented, so I might provide an API that lets you define game AI in .kdl files that look like this. It could also, for example, eventually use a hypothetical node editor (thing Blender Geometry Nodes), to define the same data.

    #KDL #Bevy #BigBrain #GameAI

  20. Big Brain, btw, is designed to be data-oriented, so I might provide an API that lets you define game AI in .kdl files that look like this. It could also, for example, eventually use a hypothetical node editor (thing Blender Geometry Nodes), to define the same data.

    #KDL #Bevy #BigBrain #GameAI

  21. Big Brain, btw, is designed to be data-oriented, so I might provide an API that lets you define game AI in .kdl files that look like this. It could also, for example, eventually use a hypothetical node editor (thing Blender Geometry Nodes), to define the same data.

    #KDL #Bevy #BigBrain #GameAI

  22. Big Brain, btw, is designed to be data-oriented, so I might provide an API that lets you define game AI in .kdl files that look like this. It could also, for example, eventually use a hypothetical node editor (thing Blender Geometry Nodes), to define the same data.

    #KDL #Bevy #BigBrain #GameAI

  23. Seeking feedback from Bevy and Big Brain users: how does this new API look?

    Under the hood, this would be a high-performance, low-overhead API powered by Observers, but this is all you would actually need to write yourself.

    I'm pretty sure I can get this to work with Bevy's current featureset, including the Very Fun async actions situation here.

    #Bevy #BigBrain #GameAI #Rust #RustLang

  24. Wizardry 8 (2001) cho phép người chơi gõ bất kỳ câu hỏi nào vào hộp chat để NPC trả lời, mở ra lore và nhiệm vụ – tính năng tiên phong. Với AI hiện đại như Sora tạo video thực, chúng ta có thể mong đợi phiên bản next‑gen với giao tiếp NPC thông minh, thế giới phản hồi linh hoạt. Các bạn mong đợi AI gì trong game? #Wizardry8 #AItrongGame #Gaming #TròChơi #AI #GameAI

    i.redd.it/k8eqbgp9cltf1.jpeg

  25. Wizardry 8 (2001) cho phép người chơi gõ bất kỳ câu hỏi nào vào hộp chat để NPC trả lời, mở ra lore và nhiệm vụ – tính năng tiên phong. Với AI hiện đại như Sora tạo video thực, chúng ta có thể mong đợi phiên bản next‑gen với giao tiếp NPC thông minh, thế giới phản hồi linh hoạt. Các bạn mong đợi AI gì trong game? #Wizardry8 #AItrongGame #Gaming #TròChơi #AI #GameAI

    i.redd.it/k8eqbgp9cltf1.jpeg

  26. Randomly checking my website visitor stats and noticed a little spike today in traffic to brookmiles.ca/2013/09/23/mark- about the article I wrote for Game AI Pro back in 2013 about the enemy interest AI system in Mark of the Ninja.

    Checked the referrer and it was from this post today about how the AI in the game Skin Deep was influenced by that article blendogames.com/news/post/2025

    I'm glad to know somebody has actually read it, and even found it useful! :ameowbongo:

    #GameDev #GameAI #MarkOfTheNinja

  27. [EDIT: book now gone, thx all for boosts]

    Anyone want a free paper copy of the first volume of Game AI Pro? I have a spare copy.

    > Game AI Pro: Collected Wisdom of Game AI Professionals
    > Steven Rabin - ISBN 9781466565968 - 2013

    I'll pay for postage in the UK. Note that the entire book is free to download from gameaipro.com/

    #GiveAway #GameDev #IndieDev #GameAI #Free #FreeBooks

  28. I don't think I've shared this here yet? Here's a talk about NPC tethering that I gave last year at the AI and Games Conference: youtube.com/watch?v=BmRRJ6EW1e #gamedev #gameai

  29. Interesting video: "How Watch Dogs: Legion's 'Play as Anyone' Simulation Works" youtube.com/watch?v=SXn_c-HM0Vk

    #gamedev #gameai

  30. Game AI Uncovered: Volume Three is out! I haven't contributed to this one so it's free of my broken English gibberish. You can order here with the discount code DIS20: routledge.com/Game-AI-Uncovere #GameAI #GameDev

  31. Oh - what's that?
    I'm beyond proud to represent Havok at this years AI Summit!

    Are you curious on what considerations go into supporting NPC navigation in large game worlds?

    Gain insight into techniques for efficient NPC navigation in expansive game environments and learn the common pitfalls to avoid. & discover how to structure a world partition-based solution in Unreal Engine & adapt editor workflows.

    See you a the GDC Ai Summit?

    schedule.gdconf.com/session/ga

    #UnrealEngine #gameai #unreal

  32. Goal State, the online course series from AI and Games is now live on Kickstarter. -
    30 days to raise £25K for our initial lecture series 'Game AI 101'.
    - Stretch goals covering a variety of practical tasks and homework assignments
    - Distant stretch goals for a 2nd course: 'ML for Games 101'
    - Standard and premium tiers for supporters with bonus content.

    Let's go!
    kickstarter.com/projects/aiand

    #crowdfunding #kickstarter #gamedev #gamedevelopment #gaming #AI #ML #gameAI #AIandGames

  33. Most probably I'll use a different method. A simple PID control to keep the boat pointing to a target, and my own implementation of "Context Steering" to avoid obstacles.

    youtube.com/watch?v=26WNfDxkJx

    #GameDev #IndieDev #GameAI #AI #pathfinding #godot #GodotEngine

  34. After some work I managed to make it work in real time-ish .

    The system predicts the boat position in the next 2 seconds, and runs pathfinding in a second thread (with the predicted position as starting point).

    It kind of works but is very unstable.

    youtube.com/watch?v=FVc4feoCh0

    #GameDev #IndieDev #GameAI #AI #pathfinding #godot #GodotEngine

  35. We've had a great response to our call for submissions to the very first AI and Games Conference.

    Do you have a #gameAI talk you'd like to present at #AIandGamesConf? Our call for submissions closes this Friday on September 6th.

    For more info, visit:aiandgamesconference.com/#cont

  36. We've had a great response to our call for submissions to the very first AI and Games Conference.

    Do you have a #gameAI talk you'd like to present at #AIandGamesConf? Our call for submissions closes this Friday on September 6th.

    For more info, visit:aiandgamesconference.com/#cont

  37. We've had a great response to our call for submissions to the very first AI and Games Conference.

    Do you have a #gameAI talk you'd like to present at #AIandGamesConf? Our call for submissions closes this Friday on September 6th.

    For more info, visit:aiandgamesconference.com/#cont

  38. We've had a great response to our call for submissions to the very first AI and Games Conference.

    Do you have a #gameAI talk you'd like to present at #AIandGamesConf? Our call for submissions closes this Friday on September 6th.

    For more info, visit:aiandgamesconference.com/#cont

  39. We've had a great response to our call for submissions to the very first AI and Games Conference.

    Do you have a #gameAI talk you'd like to present at #AIandGamesConf? Our call for submissions closes this Friday on September 6th.

    For more info, visit:aiandgamesconference.com/#cont

  40. Came upon some cool step-by-step tutorials for LimboAI💡 created by DevWorm. Check 'em out.

    youtube.com/watch?v=vZHzMO90Iw

    💡 C++ plugin for #GodotEngine - behavior trees & state machines

    #limboai #gameai

  41. LimboAI💡 v1.1 RC is ready for trials! Brings tab navigation, blackboard variable mapping, and more! 🫴🧪

    github.com/limbonaut/limboai/r

    💡 C++ plugin for #GodotEngine - behavior trees & state machines

    #gamedev #limboai #gameai

  42. LimboAI got a tutorial! 😀 🎉
    It's made by Hex Blit University on YouTube and promises to be the first part of two.

    Check it out: youtube.com/watch?v=aP0Aacdxmn

    #limboai #godotengine #gamedev #indiedev #gameai

  43. Tab navigation is coming to LimboAI💡 in the next release. Finally! 😅

    💡 C++ plugin for #GodotEngine with behavior trees & state machines for #GameAI

    #limboai #gamedev

  44. New 💡LimboAI v1.0.2 is released on GitHub (AssetLib pending) 🚀

    github.com/limbonaut/limboai/r

    💡 C++ plugin for #GodotEngine with behavior trees & state machines for #GameAI

    #gamedev #limboai