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#gameai — Public Fediverse posts

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

  1. Game AI Uncovered: Volume Five is out 🎉

    I must say, the cover art is extremely slick -- it's from Lords of the Fallen. Hopefully the content is as well 😊 It features one chapter from your humble servitor, titled AI LOD in Multiplayer Games, alongside many others from great contributors.

    It's available here to order: routledge.com/Game-AI-Uncovere

    #GameDev #GameAI

  2. Game AI Uncovered: Volume Five is out 🎉

    I must say, the cover art is extremely slick -- it's from Lords of the Fallen. Hopefully the content is as well 😊 It features one chapter from your humble servitor, titled AI LOD in Multiplayer Games, alongside many others from great contributors.

    It's available here to order: routledge.com/Game-AI-Uncovere

    #GameDev #GameAI

  3. 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

  4. 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

  5. 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

  6. My dissertation is now published: hdl.handle.net/2047/D20817765

    It details my participatory + co-design research on EvolvingBehavior (evolvingbehavior.npc.codes), a creativity support tool for game designers - including why LLMs are NOT appropriate for game dev, and what we can collectively create instead. Happy to chat about it!

    Relatedly, I'm now looking for (remote) game engineering positions, especially with cool game AI (non-LLM) or PCG work! My portfolio: npc.codes

    #GameDev #GameAI

  7. 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

  8. 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

  9. In 'Where Winds Meet,' players are outsmarting AI riddlers by simply telling NPCs they’ve solved the puzzles—no real answers needed.

    This quirky AI glitch highlights the growing pains of AI-driven gaming. #GameAI #WhereWindsMeet

    thegamer.com/where-winds-meet-

  10. 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

  11. 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

  12. 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

  13. 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

  14. 🎮 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

  15. 🎮 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

  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. 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

  21. 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

  22. 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

  23. [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

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

    #gamedev #gameai

  25. 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

  26. 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

  27. 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

  28. 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

  29. 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

  30. 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

  31. 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

  32. 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

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

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

    #limboai #gamedev

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

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

    #limboai #gamedev

  35. 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

  36. 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

  37. LimboAI💡 version 1.0.1 is released on GitHub, and coming to AssetLib soon.

    github.com/limbonaut/limboai/r

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

    #gamedev #limboai

  38. LimboAI💡 version 1.0.1 is released on GitHub, and coming to AssetLib soon.

    github.com/limbonaut/limboai/r

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

    #gamedev #limboai

  39. 🎉 Good news, everyone! 🎉

    LimboAI💡 version 1.0 is finally here after months of intensive coding and refining! 🧠🔧
    Now with GDExtension support, a new powerful blackboard system, improved editor, awesome demo project, and much more! 🥳

    github.com/limbonaut/limboai

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

    #gamedev #limboai

  40. 🎉 Good news, everyone! 🎉

    LimboAI💡 version 1.0 is finally here after months of intensive coding and refining! 🧠🔧
    Now with GDExtension support, a new powerful blackboard system, improved editor, awesome demo project, and much more! 🥳

    github.com/limbonaut/limboai

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

    #gamedev #limboai