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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. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. "Liệu các mô hình AI cỡ nhỏ (dưới 1GB) có thực sự trở nên hiệu quả hơn? Người dùng chia sẻ mong muốn mô hình local đạt khả năng lập luận như Gemini 2.5-3, xử lý JSON chặt chẽ và bối cảnh lớn (50k-100k token) phục vụ ứng dụng game. Câu hỏi lớn: Tiến bộ đến từ tối ưu kiến trúc hay phụ thuộc vào việc mở rộng quy mô?

    #AI #MachineLearning #LocalLLM #VietnamAI
    #TríTuệNhânTạo #MôHìnhNgônNgữ #GameAI"

    reddit.com/r/LocalLLaMA/commen

  17. NVIDIA giới thiệu NitroGen – mô hình AI đa lĩnh vực đầu tiên cho agent (chương trình AI) trong game, được huấn luyện trên 40.000 giờ gameplay từ hơn 1.000 game. Thành tựu này mở ra khả năng mở rộng AI thông qua dữ liệu internet, giảm chi phí gán nhãn thủ công, với tỷ lệ cải thiện nhiệm vụ lên 52% so với mô hình đầu trắng. Dữ liệu và mô hình đã open-source để thúc đẩy nghiên cứu.

    #AI #NghiênCứuAI #AIGaming #AIResearch #TríTuệNhânTạo #GameAI #NVIDIA

    reddit.com/r/LocalLLaMA/commen

  18. Ứng dụng mới giúp bạn tối ưu lựa chọn tướng trong LoL! 🎮
    **LoL Smart Coach** tự động nhận diện vị trí, phân tích theo tổng hợp **tương trợ (synergy)**, **đối kháng (counter-picks)** và tri thức chuyên môn. Đề xuất cân bằng đội hình, dự đoán tỉ lệ thắng 5v5. Hoạt động ngay cả khi client lỗi. Đã kiểm thử & mở nguồn! 🧠💡

    #LoLcoach #GameAI #TechViet
    #ỨngDụngLoL #TríTuệNhânTạo #PhầnMềmMở

    github.com/kadiryildiz283/LoL-

  19. 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

  20. 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

  21. 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

  22. 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

  23. 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

  24. 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

  25. 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-

  26. 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

  27. 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

  28. 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

  29. 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

  30. 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

  31. 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

  32. 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

  33. 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

  34. 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

  35. 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

  36. 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

  37. 🎮 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

  38. 🎮 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

  39. 🎮 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

  40. 🎮 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

  41. 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