#gameai — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #gameai, aggregated by home.social.
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Interesting read: "New pathfinding algorithm - Factorio Friday Facts" https://factorio.com/blog/post/fff-317 & "Belts optimization for 0.15" https://www.factorio.com/blog/post/fff-176
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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.
1/n
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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: https://www.mastanet.com/artikel/ai-npc-met-geheugen-en-persoonlijkheid-2026
#AINPCs #AIingames #dynamischeNPCs #2026gamingtrends #gameAI #NPCgeheugen #AIpersoonlijkheden #Mastanet
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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
https://www.reddit.com/r/SideProject/comments/1pg6q0i/ais_play_mafia_126_livestream/
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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 worldshttps://gpuopen.com/amd-schola/?utm_source=mastodon&utm_medium=social&utm_campaign=schola
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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 -
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 -
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 -
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 -
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 -
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.
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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
🎟️ https://www.tickettailor.com/events/gameaieventscic/1651469
#GameAI #MachineLearning #TotalWar -
🎮 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: https://www.tickettailor.com/events/gameaieventscic/1651469
#GameAI #ReinforcementLearning #AIDevelopment -
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: https://www.tickettailor.com/events/gameaieventscic/1651469
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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: https://www.tickettailor.com/events/gameaieventscic/1651469
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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: https://www.tickettailor.com/events/gameaieventscic/1651469
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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: https://www.tickettailor.com/events/gameaieventscic/1651469
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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: https://www.tickettailor.com/events/gameaieventscic/1651469
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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
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New video from @AIandGames about the dialogue system in Donkey Kong Bonanza!
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Randomly checking my website visitor stats and noticed a little spike today in traffic to https://brookmiles.ca/2013/09/23/mark-of-the-ninja-ai-article-published-in-game-ai-pro/ 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 https://blendogames.com/news/post/2025-07-07-skindeepenemybrains/
I'm glad to know somebody has actually read it, and even found it useful! :ameowbongo:
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Interesting video: "Alien: Isolation - The Retrospective | AI and Games" https://www.youtube.com/watch?v=LeIkEoHglQQ
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The wait is over! 2 hours documentary about Alien: Isolation by AI and Games
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[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 - 2013I'll pay for postage in the UK. Note that the entire book is free to download from https://www.gameaipro.com/
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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: https://www.youtube.com/watch?v=BmRRJ6EW1es #gamedev #gameai
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Interesting video: "How Watch Dogs: Legion's 'Play as Anyone' Simulation Works" https://www.youtube.com/watch?v=SXn_c-HM0Vk
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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: https://www.routledge.com/Game-AI-Uncovered-Volume-Three/Roberts/p/book/9781032532561 #GameAI #GameDev
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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?
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Interesting video: "Half-Life - Roach AI Demonstration" https://www.youtube.com/watch?v=Elwb2lV88hM
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Interesting video: "The AI of Half-Life" https://www.youtube.com/watch?v=cOSCBMHGE18
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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!
http://www.kickstarter.com/projects/aiandgames/goalstate#crowdfunding #kickstarter #gamedev #gamedevelopment #gaming #AI #ML #gameAI #AIandGames
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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.
https://www.youtube.com/watch?v=26WNfDxkJx8
#GameDev #IndieDev #GameAI #AI #pathfinding #godot #GodotEngine
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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.
https://www.youtube.com/watch?v=FVc4feoCh0A
#GameDev #IndieDev #GameAI #AI #pathfinding #godot #GodotEngine
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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:https://aiandgamesconference.com/#contact_section
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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:https://aiandgamesconference.com/#contact_section
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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:https://aiandgamesconference.com/#contact_section
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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:https://aiandgamesconference.com/#contact_section
-
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:https://aiandgamesconference.com/#contact_section
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Came upon some cool step-by-step tutorials for LimboAI💡 created by DevWorm. Check 'em out.
https://www.youtube.com/watch?v=vZHzMO90IwQ
💡 C++ plugin for #GodotEngine - behavior trees & state machines
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LimboAI💡 v1.1 RC is ready for trials! Brings tab navigation, blackboard variable mapping, and more! 🫴🧪
https://github.com/limbonaut/limboai/releases/tag/v1.1-rc
💡 C++ plugin for #GodotEngine - behavior trees & state machines
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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: https://www.youtube.com/watch?v=aP0Aacdxmno
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Tab navigation is coming to LimboAI💡 in the next release. Finally! 😅
💡 C++ plugin for #GodotEngine with behavior trees & state machines for #GameAI
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New 💡LimboAI v1.0.2 is released on GitHub (AssetLib pending) 🚀
https://github.com/limbonaut/limboai/releases
💡 C++ plugin for #GodotEngine with behavior trees & state machines for #GameAI