home.social

#gameai — Public Fediverse posts

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

fetched live
  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. 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

  3. 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

  4. 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

  5. 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

  6. 🎮 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

  7. 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

  8. 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

  9. 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