Welcome



It is our pleasure to welcome you to Game AI North — a two-day conference and community event focused on learning and networking for professionals in the field of game AI development.

We're excited to share with you our initial session lineup and to announce that tickets are now available for purchase. We'll have additional sessions and more details to share soon.



Game AI North

Mark your calendar for 2 days of talks
on design, systems, and production
.


-, 2017

Copenhagen, Denmark

Tickets



Photo of ITU

Game AI North will be held at the IT University of Copenhagen on October 17th and 18th, 2017. The program starts each day at 09:00 with coffee & networking (+ registration on day one) and concludes at approximately 17:00 in the evening.

Buy Tickets

Seats are limited and tickets are being released in batches. Tickets are priced at 967.81 DKK (approximately 130 EUR) including VAT and processing fees. All tickets provide access to 2 full days of sessions and include coffee and lunch.

Attending? Read our Code of Conduct and find out about local hotels.



Sessions



We are very excited to share details on some of the sessions that will be taking place at Game AI North. In addition to the following talks, the conference will be host to a number of round-table discussions. We will have more session information and additional talks to share with you in the coming days, so check back soon or follow @GameAINorth on Twitter for the latest updates.



AI decision making in Endless Space 2
Adrien Allard, Sébastien Broussaud

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In this talk by Adrien Allard and Sébastien Broussaud, you will learn how Amplitude Studios developed an AI that offers a challenging gameplay experience while maintaining narrative coherence in Endless Space 2.


About Adrien Allard

Adrien has been with Amplitude Studios since its creation in 2011. He has worked on many different 4X game elements from gameplay and audio integration to artificial intelligence. For the last several years he has been working on the design and architecture of the Endless Space 2 AI framework and the tools to understand and implement it. He is currently working on developing advanced content for diplomatic interactions

About Sébastien Broussaud

Sébastien is a programmer with over 10 years of industry experience. He worked at Dontnod, Heliceum, and Lightbulbcrew before joining Amplitude Studios, always with a focus on Artificial Intelligence technologies and related software architecture. He is currently working on Amplitude's Endless Space2 project, focusing on creating a complete AI for 4X Games.



Adrien Allard

Adrien Allard

Amplitude Studios - SEGA


Sébastien Broussaud

Sébastien Broussaud

Amplitude Studios – SEGA

Automated testing for multiplayer game-AI in Sea of Thieves
Robert Masella

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Sea of Thieves is a shared world pirate game with AI running on a dedicated server. In this talk Rob Masella will describe how Rare's extensive use of automated testing meant that Sea of Thieves could ship frequently and with confidence that AI agents would behave correctly in a number of challenging multiplayer scenarios. Rob will lay out the advantages of a good testing infrastructure, the ability to test multiplayer network interactions and, with lots of examples from Sea of Thieves development, talk about how the team used tests to find and fix a number of issues before they shipped to customers.


About Robert Masella

Rob Masella has been a gameplay engineer at Rare for 12 years, working on titles like Banjo Kazooie: Nuts and Bolts, Kinect Sports and Sea of Thieves. In this time, he's been involved in many feature areas such as physics, character control and animation. In the last couple of years, he's been focusing on AI, bringing enemies to life in Sea of Thieves.



Robert Masella

Robert Masella

Rare - Microsoft Game Studios

Building a Scalable Query System for Evaluating Complex Game Environments
Christian Werle

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In his talk, Christian will provide practical insights into Crytek's Universal Query System. Learn how this fully customizable generic system for doing spatial queries was built from the ground up, how it works, and how it can be used by AI characters and gameplay systems in general In particular, the audience will gain an in-depth understanding of the architectural decisions and design considerations that went into the development of this system. Also, the talk will explore how queries can be debugged and how programmers and designers alike can analyze the decisions that were made throughout a query.


About Christian Werle

Christian joined the games industry in 2011 after he had been working on all kinds of B2B software for 8 years. He has developed the AI systems for a 3rd person stealth/action game on XBox360 + PC. In particular he built a Behavior Tree system, Perception system, Tactical Positioning system, Cover management and all Enemy behaviors as well as sophisticated search behaviors. Since 2013 he is working at Crytek as AI Programmer on various aspects of AI, most notably on their new spatial query system.



Christian Werle

Christian Werle

Crytek

Deep Learning will Change Game Development
Magnus Nordin

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The field called deep learning, i.e. methods using deep neural networks, has seen explosive progress in the last couple of years. Neural nets has enabled significant breakthroughs in everything from computer vision, voice generation, voice recognition, translation, and self-driving cars. Neural nets will also be an amazing enabler for game development. This presentation will give an overview of the potential of neural nets as game making tools, as well as provide an in depth look at how we can use neural nets combined with reinforcement learning for new types of game AI.


About Magnus Nordin

Magnus published his first game in 1983. Since then he has spent 25 years doing computer science and software engineering in a large number of projects and companies. He is currently heading up the deep learning and AI research team of SEED, an EA R&D division.



Magnus Nordin

Magnus Nordin

EA / SEED

Digging Dwarf AI: Building a performant and extensible AI architecture
Anders Elfgren

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This presentation provides a practical look into how a game with autonomous agents can be built on an Entity Component Systems architecture. It will also show how to build a tile-based, dynamic, platformer-style map where agents can smoothly traverse it using many different methods of movement. The game runs on an inhouse C/C++ engine and it will be shown how all parts of the AI has been built with performance and user moddability in mind.


About Anders Elfgren

Anders is a game programmer and designer with 10 years of professional experience and dozens of hobby games under his belt. As a generalist, he's worked on gameplay, AI, core engine development, network and multiplayer code, UI, tools, optimization and physics. Having worked at ten studios and some high-profile projects, notably Avalanche Studios (Just Cause 2), Rockstar North (GTA 5) and Fatshark (Warhammer: Vermintide), he finally decided to join two old friends at Warpzone Studios as a cofounder. Anders ambition as an indie developer is to be close to the creative direction and of his projects, and to improve his skills by doing what he likes the most: learn new things.



Anders Elfgren

Anders Elfgren

Warpzone Studios

Know Your Enemy: Getting to know the AI behind Halo Wars 2
Derek Fagan

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In this presentation Derek will describe the workings of the Commander AI of Halo Wars 2. He will talk about the design and implementation of this AI from the tactical through to the strategic level.


About Derek Fagan

Derek Fagan is an AI programmer on the Total War team at Creative Assembly. He made his debut in the games industry in 2015 when he joined CA to develop the commander AI of Halo Wars 2. Derek's main interests in AI are in the realms of NPC behaviour and machine learning. He received his PhD in computer science from Trinity College Dublin in 2016 for his research on Multi-Agent Reinforcement Learning. When not actively engaged in his endeavours to infuse AI systems with a sense of intelligence and life he is likely to be found at home spending time with his wife and six children.



Derek Fagan

Derek Fagan

Creative Assembly - SEGA

Massive fleet fights in EVE Online
Freyr Magnússon

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Very few games get close to extreme scale and complexity of large scale player space combat in EVE online. The talk will discuss the work where multiple fleets of NPCs are trying to defend giant space station using similar mechanics as regular player vs player structure fighting.


About Freyr Magnússon

Freyr Magnússon is a Senior Programmer at CCP Games in Reykjavik. He joined as an Associate Programmer working on EVE Online in 2008. In 2014 he introduced event driven behavior trees to EVE Online. Since then he has continued to work on upgrading NPC behaviors and spawn mechanics to break content out of old stagnant molds. Recently he has been working with his team to create large scale fleet fights with player fleets. Freyr graduated with a bachelor degree in computer science from Reykjavik University.



Freyr Magnússon

Freyr Magnússon

CCP Games

Reinforcement Learning as a Production Tool on AAA Games
Olivier Delalleau, Adrien Logut

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Reinforcement Learning (RL) has long been popular in academic research on game AI, but is much less commonly applied to AAA games. This talk will present an initiative within Ubisoft Montreal to use RL as a tool for game productions, by building agents that are able to play (parts of) the game during its development. Preliminary results for two applications will be shown: learning a fighting AI in For Honor to assist with game balancing and new character development, and learning a driving AI in Watch_Dogs to help reach realistic behavior with a large variety of vehicles. The talk will cover the challenges we faced when applying state-of-the-art RL algorithms to modern games, the main lessons learned, and how this project was actually helpful (or not) to designers, testers and programmers on the production floor. And, as a bonus, you may expect videos of games that look better than Pong or Doom for a change!


About Olivier Delalleau

Olivier is currently part of the analytics team in Ubisoft Montreal’s User Research Lab, where he can have fun with tons of player data to build machine learning models from. It took him a while to get there: after graduating from the Ecole Polytechnique de Paris (2001) and from the Ecole Nationale Superieure des Télécommunications de Paris (2003), he first worked as a research assistant at Université de Montréal. He then decided a Ph.D in machine learning could always be handy, so he started one, and even finished it when Ubisoft offered to hire him in 2012.

About Adrien Logut

Adrien is working at Ubisoft Montreal as an AI programmer and more precisely at La Forge, the R&D department, after two MEng (one in France and one in Montreal). His old passion for video games creation and his new one in AI offered him an opportunity to join Ubisoft in 2017. His latest work is in teaching AIs to play video games.



Olivier Delalleau

Olivier Delalleau

Ubisoft Montreal User Research Lab


Adrien Logut

Adrien Logut

Ubisoft Montreal

Reinventing the AI for Assassin's Creed Origins
Brian Fillion

Our goal with Assassin's Creed Origins has been to modernize the franchise and reinventing our AI was a focal point towards reaching this objective. This challenged our team to deliver systems to make the citizens of Egypt feel like they have an agenda in the world beyond the Player. However, there are many challenges in both design and programming that we had to tackle to accomplish this goal. We had to find a way to make every AI do something coherent beyond player centric reactions at all time, make our reaction system adapt more based on what our AI previously experienced and make the search loop more about outsmarting a group rather singular AIs.


About Brian Fillion

Brian Fillion is a AI Programmer at Ubisoft Montreal. Winner of the Ubisoft Game Lab Competition in 2015. Brian’s main interest on AI includes reasoning systems, systemic realization and dynamic music. He was involved in Assassin’s Creed Syndicate and is currently working on Assassin’s Creed Origins. Currently trying to push new standards for systemically driven AI realization.



Brian Fillion

Brian Fillion

Ubisoft Montreal

Teammates AI in the systemic open world of Ghost Recon Wildlands
Mathias Rolland

This presentation will cover the implementation of the AI teammates in the systemic open world of Ghost Recon Wildlands, in order for them to be reliable and engaging for the player. I’ll quickly introduce the mainly data-driven architecture before diving in the essentials systems ruling their behavior, designed under strong creative rules : How do they acquire information regarding their surroundings, and how do they react to it while taking in consideration the player’s situation, without hindering his experience. This presentation will show us how striking a balance between purely systemic solutions and constrained player-centric rules is key to obtain a satisfying result that makes sense from the player’s perspective.


About Mathias Rolland

My name is Mathias Rolland, I’m 29 and I’ve been a developer for close to seven years, and working in the industry as a gameplay programmer for Ubisoft for a bit more than four. I’ve worked mostly on AI and gameplay elements, notably on the main DLCs for the two previous Assassin’s Creed games, and was in the team responsible of the Teammates AI on Ghost Recon Wildlands.



Mathias Rolland

Mathias Rolland

Ubisoft Montpellier


We have even more session details to announce soon.

Follow @GameAINorth on Twitter for the latest updates.