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Blogs

Alex Champandard's Blog

Alex is the mastermind behind AiGameDev.com, the largest online hub and continuous training program for artificial intelligence in games. He has worked in the digital entertainment industry as a senior AI programmer for many years, most notably for Rockstar Games. He regularly consults with leading studios in central Europe, recently finishing a contract on the multiplayer bots for KILLZONE 2 at Guerrilla Games. With a strong academic background in artificial intelligence, Alex has authored the book AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors and often speaks about his research--in particular at the Paris Game AI Conference he co-organizes with his wife, Petra. He's also an Associate Editor for the IEEE Transactions on Computational Intelligence and AI in Games, and serves on the Program Committee for the AIIDE conference.

Member Blogs

White Belts, Game AI and the GDC Aftermath
Posted by Alex Champandard on Sun, 19 Apr 2009 08:57:00 EDT in Programming
Everything is changing for artificial intelligence in games! These are fascinating times; everyone is at the same time a domain expert and a complete beginner. What's going on?
Read More... | 0 Comments

   

Alex Champandard's Comments

Comment In: Sponsored Feature: Who Moved the Goal Posts? The Rapidly Changing World of CPUs [Feature - 10/19/2009 - 01:01]

Haha, yeah I noticed that ...

Haha, yeah I noticed that too. At first I thought they mistyped a u in front of Architecture, but presumably they meant to type 956 -Architecture -- probably not in the dictionary either :

Comment In: Danger: Idiot Driver Ahead! [Blog - 10/02/2009 - 08:52]

Hehe, nice story. I know ...

Hehe, nice story. I know what you mean and I've been doing this professionally for a few years. I wrote this just yesterday: What you see on the surface, including those many in-depth features and attentively formated articles, have that apparent elegance of a swan gliding over a lake. Under ...

Comment In: A View Toward a Game Developers Guild [Feature - 09/30/2009 - 04:00]

@Tim Carter: Thanks, but we ...

@Tim Carter: Thanks, but we need far more people than AI programmers to build a game. Hehe, I think you're addressing the wrong point. First, we don't need more than a specific group of people to build a guild -- which is the point of your article. Why should it ...

Comment In: Sponsored Feature: Scaling Ambient Animations for Improved Game Experience [Feature - 09/17/2009 - 01:25]

While it's interesting to see ...

While it's interesting to see multi-threading applied like this, it's most likely not the best solution to this problem. First, optimizing Ogre's animation could get you at least 2-4x performance boost, then animation LOD, and using instancing or even impostors would do a better job for anyone looking to animate ...

Comment In: In C++, Everything is Harder Than You Think [Blog - 08/14/2009 - 04:05]

If you have a C ...

If you have a C problem and use boost as the solution, then you have two problems. :- I've not found boost to be very modular, it's a monolithic library. Just count how many files you need to include to get smart pointers or delegates.

Comment In: Networks With Letters [Feature - 08/12/2009 - 01:26]

You should definitely write another ...

You should definitely write another article about the process of making the simulation deterministic -- as you mentioned in the disadvantages. That's the key challenge here :-

[More Alex Champandard Comments]