Sessions for Vienna Game/AI Conf. '12

Game Presentations


This year's winner of the “Best AI in a AAA Game” Award on is featured in a keynote. Tim Hanagan will present the processes and methodologies that Rocksteady uses to develop its AI. The team shipped some of the best-rated games with fewer developers than most other AAA teams. Find out how they do it!


Michael Büttner will present the character animation technology based on reinforcement learning behind the latest HITMAN game, and how it improved the workflows and empowered animators. In a separate presentation, Kasper Fauerby will show how IO Interactive managed to create game-defining crowds that run at interactive rates on modern consoles.

GRiD & F1 2012

Nic Melder from the Codemasters Racing team will present the evolution of the AI in their titles over the years, including the F1 series as well as the critically acclaimed GRiD and DiRT franchises. How has racing AI changed over the past decade?


Jan Kratochvil is a Lead Programmer at 2K Czek, and will present the key challenges of building a large city simulation of pedestrians in MAFIA 2, an open-world game with rich interactions. You'll find out the challenges in AI design and implementation on modern consoles.


Kieran Lord is an independent developer who contributed to the indie puzzle platforming hit VESSEL. The game features an adaptive audio system to truly capture the fluid nature of the world. Kieran will show the behavior tree-like implementation that to maintain musical structure with authorable variations.

» See the speaker spotlight on Kieran's presentation about VESSEL.


Find out more technical details about 2K's latest cover-based action game. Among other things, find out how reusable behavior trees were built for enemies & companions, the player-centric design approach used, and how the game emphasizes communication and interaction between the player and the A.I.


Kieran D'Archambaud will be presenting the details behind the AI of the MOTORSTORM franchise. The game not only requires mechanical skill for one of three classes of drivers (bikes, cars and trucks) but also higher-level route selection too. Find out how Evolution Studios solved this problem in practice.


Predicting Post-Launch Engagement from Gameplay Traces

Wouldn't it be great if you could predict exactly how successful your game would be post-launch? What proportion of the player spike that your publishers marketing dollars bought will you be able to retain... in a week, a month? Turns out, with some data-mining and machine learning skills this is a relatively easy task!

Monte-Carlo Tree Search and AI for Board Games

In search of the holy grail of AI, researchers have recently stumbled upon Monte-Carlo Tree Search (MCTS). What's so special about it? It works elegantly without requiring you to add expert heuristics, but even better, it performs even better than other techniques if you do! Find out all about MCTS and its applications to board games, particularly on mobile platforms, in this tutorial.


Platforming Level Generation & Turing Test

The Infinite Luigi AI competition focuses on creating levels that players find interesting, but entirely automatically using procedural generation. The competition also features bots that can play platforming games like a human would, akin to the Turing Test. Join us for this entertaining session and help evaluate the candidates!

Deceptive and Deductive Bots for THE RESISTANCE

This brand new competition is at the forefront of modern board game AI, letting competitors write bots that can deduce who is a spy, and otherwise deceive non-spies. This is a game designed for humans, but turns out to be not only challenging but entertaining to write AI for.