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<channel>
	<title>Game/AI Conference</title>
	<atom:link href="http://gameaiconf.com/feed/" rel="self" type="application/rss+xml" />
	<link>http://gameaiconf.com</link>
	<description>The leading event about artificial intelligence, gameplay and animation for game developers.</description>
	<lastBuildDate>Thu, 23 May 2013 10:23:46 +0000</lastBuildDate>
	<language>en-US</language>
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		<title>What&#039;s Going on this Year? Your Questions Answered.</title>
		<link>http://gameaiconf.com/vienna/announcement/your-questions/</link>
		<comments>http://gameaiconf.com/vienna/announcement/your-questions/#comments</comments>
		<pubDate>Thu, 23 May 2013 10:23:46 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
				<category><![CDATA[Announcement]]></category>

		<guid isPermaLink="false">http://gameaiconf.com/?p=662</guid>
		<description><![CDATA[If you've attended previous conferences and seen the structure of this year's event, you're probably wondering what's going on. We've had sufficient emails to know that you are, indeed, statistically likely to be wondering that! We've been very transparent about<span class="ellipsis">&#8230;</span><div class="read-more"><a href="http://gameaiconf.com/vienna/announcement/your-questions/">Read more &#8250;</a></div><!-- end of .read-more -->]]></description>
				<content:encoded><![CDATA[<p>If you've attended previous conferences and seen the structure of this year's event, you're probably wondering what's going on.  We've had sufficient emails to know that you are, indeed, statistically likely to be wondering that!  We've been very transparent about the organization process in our emails, both to anyone subscribed to the newsletter(s) or in individual replies, but we wanted to clarify more openly here.</p>

<p>Below are some questions (some paraphrased) we've received, along with our answers.</p>

<h3>Q: What happened to the conference format like last year, the disconnected collection of talks?</h3>

<p><b>A:</b> This year will not feature a loosely tied collection of game-related talks; it's going to be much more focused on specific topics (e.g. character AI) and tied together coherently as a training day.  You will, as always, hear from a variety of different speakers presenting their perspectives, and we can almost guarantee you'll learn more.</p>


<h3>Q: Will there be networking events and connection opportunities like previous years?</h3>

<p><b>A:</b> Many regular attendees emailed to ask about networking opportunities, since that's an integral part of Game/AI Conf.  As usual, there'll be plenty of those from Sunday afternoon and throughout the day on Monday, even if you're not attending Tuesday or Wednesday.</p>

<p>In particular, as well as the usual coffee breaks:</p>

<ul>
<li><strong>Sunday Mixer</strong> &mdash; Get together with the speakers and other attendees for informal drinks and networking before the conference starts.</li>
<li><strong>Speaker Corner</strong> &mdash; After each presentation on Monday, speakers will be available outside for more intimate discussions and personal questions.</li>
<li><strong>Extensive Q&#038;A</strong> &mdash; In the amphitheatre itself, the microphone will be open and discussion will be opened to all attendees, for expert panelists to respond.</li>
</ul>

<h3>Q: I attended past conferences, I have experience in games or AI, is the Monday event for me?</h3>

<p><b>A:</b> Yes, absolutely.  It's going to be an intense training packed with information and opportunities for discussing throughout the day in panel discussions, and afterwards in Q&#038;A sessions.  In terms of professional take-aways, you'll probably get more out of this day than other events.</p>

<h3>Q: Why are you changing the format of the conference?</h3>

<p><b>A:</b> We like the "traditional" conference format.  We didn't change it lightly and consulted all past attendees and advisers, exchanged many emails and had long discussions on the topic...</p>

<p>The fact is hosting an event with that format this year (during the console transition window) would not have fulfilled our standards.  Too many developers that would normally speak are busy with launch titles, and to get them to attend anyway the content needs to be much more specific/focused/useful.</p>


<h3>Q: What's the deal with the symposium format instead?</h3>

<p><b>A:</b> In terms of our attendees learning more, and the events driving forward the field of Game/AI, symposiums are better!  This format also fits better this year, since there have been some very high-profile game innovations that just naturally fit with the topics people wanted to hear about.</p>


<h3>Q: I'm not working in a game studio, but would enjoy attending multiple days of the conference...</h3>

<p><b>A:</b> Early bird discounts are until June 3rd.  If you're a student or enthusiast on a budget and keen to help out, then we encourage you to volunteer as a conference helper. (We only need a few more.)  As mentioned already, the symposium days are much more focused on professional developers with specific requirements/interests for their projects.</p>]]></content:encoded>
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		</item>
		<item>
		<title>Call For Participation &amp; Volunteers!</title>
		<link>http://gameaiconf.com/highlight/call-for-participation/</link>
		<comments>http://gameaiconf.com/highlight/call-for-participation/#comments</comments>
		<pubDate>Mon, 22 Apr 2013 13:38:40 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
				<category><![CDATA[Announcement]]></category>
		<category><![CDATA[Highlight]]></category>

		<guid isPermaLink="false">http://gameaiconf.com/?p=634</guid>
		<description><![CDATA[The Game/AI Conference has always been very welcoming in the past, and we're further opening up the preparations this year! If you're keen to join the crew, now is your chance; you can do anything from adding your insights to<span class="ellipsis">&#8230;</span><div class="read-more"><a href="http://gameaiconf.com/highlight/call-for-participation/">Read more &#8250;</a></div><!-- end of .read-more -->]]></description>
				<content:encoded><![CDATA[<p>The Game/AI Conference has always been very welcoming in the past, and we're further opening up the preparations this year!  If you're keen to join the crew, now is your chance; you can do anything from adding your insights to specific sections, or serving as host during the day, or even act as program chair for the whole topic!</p>

<h3>Speakers &amp; More</h3>
<p>Whether or not you have presented publicly this is a great opportunity.  The Game/AI Conference additionally has many unique aspects like the amazing community as well as the location, the live stream, and of course the schnitzels and strudels, etc.  Last but not least, you'll get the full VIP treatment as a speaker before and after the event too ;-)</p>

<h3>Volunteers</h3>
<p>This years conference is more focused and will be priced differently than last year.  If you're a student and are would like to help out during the event in exchange for your conference ticket, then contact us directly at <tt>&lt;team</tt> at <tt>AiGameDev.com&gt;</tt>.</p>]]></content:encoded>
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		<item>
		<title>Conference Dates for 2013 Confirmed</title>
		<link>http://gameaiconf.com/highlight/2013-dates-confirmed/</link>
		<comments>http://gameaiconf.com/highlight/2013-dates-confirmed/#comments</comments>
		<pubDate>Wed, 17 Apr 2013 11:30:08 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
				<category><![CDATA[Announcement]]></category>
		<category><![CDATA[Highlight]]></category>

		<guid isPermaLink="false">http://gameaiconf.com/?p=551</guid>
		<description><![CDATA[This year's conference will take place on September 2nd and 3rd, 2013. The conference will be split into two symposium days, in a format that borrows from the Paris Shooter Symposium 2011 (about tactical &#38; combat AI) and the Game/AI<span class="ellipsis">&#8230;</span><div class="read-more"><a href="http://gameaiconf.com/highlight/2013-dates-confirmed/">Read more &#8250;</a></div><!-- end of .read-more -->]]></description>
				<content:encoded><![CDATA[<p>This year's conference will take place on September 2nd and 3rd, 2013.  The conference will be split into two symposium days, in a format that borrows from the Paris Shooter Symposium 2011 (about tactical &amp; combat AI) and the Game/AI Workshops from 2012 (on the topics of character animation and behavior trees).</p>

<p>Tickets will be available for sales from May 2nd (Thursday) at 12:00 UTC.  There will be a limited number of early bird tickets available during the first month until June 2nd.  (We can't guarantee there'll be any tickets left.)</p>]]></content:encoded>
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		<item>
		<title>Game/AI Conference 2012, Live Stream from Vienna</title>
		<link>http://gameaiconf.com/vienna/2012-live-stream/</link>
		<comments>http://gameaiconf.com/vienna/2012-live-stream/#comments</comments>
		<pubDate>Wed, 19 Sep 2012 10:50:12 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
				<category><![CDATA[Announcement]]></category>
		<category><![CDATA[Vienna]]></category>

		<guid isPermaLink="false">http://gameaiconf.com/?p=524</guid>
		<description><![CDATA[<p>Join us live from the Game/AI Conference 2012, streaming from the University of Vienna.  Listen to presentations by the world's leading developers in the field of artificial intelligence in games, find inspiration, and learn how to apply the ideas into your own games!</p>
<div class="read-more"><a href="http://gameaiconf.com/vienna/2012-live-stream/">Read more &#8250;</a></div><!-- end of .read-more -->]]></description>
				<content:encoded><![CDATA[<p>Join us live from the Game/AI Conference 2012, streaming from the University of Vienna.  Listen to presentations by the world's leading developers in the field of artificial intelligence in games, find inspiration, and learn how to apply the ideas into your own games!</p>

<p>Join the live stream at <a href="http://aigamedev.com/broadcasts/gameaiconf-2012/">http://aigamedev.com/broadcasts/gameaiconf-2012/</a></p>]]></content:encoded>
			<wfw:commentRss>http://gameaiconf.com/vienna/2012-live-stream/feed/</wfw:commentRss>
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		<title>Reinforcement Learning Animation with Michael Büttner</title>
		<link>http://gameaiconf.com/vienna/schedule/animation-controllers/</link>
		<comments>http://gameaiconf.com/vienna/schedule/animation-controllers/#comments</comments>
		<pubDate>Tue, 07 Aug 2012 22:12:05 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
				<category><![CDATA[Schedule]]></category>

		<guid isPermaLink="false">http://gameaiconf.com/?p=517</guid>
		<description><![CDATA[<p>Find out how some of the most advanced reinforcement-learning techniques applied to games can help reduce overheads and dependencies on programmers, and put more power into the hands of animators.</p><div class="read-more"><a href="http://gameaiconf.com/vienna/schedule/animation-controllers/">Read more &#8250;</a></div><!-- end of .read-more -->]]></description>
				<content:encoded><![CDATA[<p>Some of the most mathematically challenging and computationally intensive AI techniques are actually being pioneered in the field of real-time character animation.  Reinforcement learning promises to solve many of the problems associated with hand-authoring of animations.  Michael Büttner details how IO Interactive applied these techniques in this speaker spotlight for the Vienna Game/AI Conference 2012, to be held on September 18th and 19th.</p>

<p><b>Tickets to the conference are <a href="http://gameaiconf.com/attend/tickets-2012/">available here</a>, along with workshop tickets about procedural animation.  Prices range from &euro;96 to &euro;192 only, with discounts for students.</b></p>

<h3>References</h3>

<p>In his interview below, Michael cites the following papers as inspiration for the research he's done at IO Interactive.</p>

<pre class="paper">
<b>Motion Fields for Interactive Character Animation</b>
Y. Lee, K. Wampler, G. Bernstein, J. Popović, Z. Popović
Download <a href="http://grail.cs.washington.edu/projects/motion-fields/motion-fields.pdf">PDF</a>, SIGGRAPH Asia 2010.
</pre>

<pre class="paper">
<b>Near-optimal Character Animation with Continuous Control</b>
A. Treuille, Y. Lee, Z. Popović
Download <a href="http://grail.cs.washington.edu/projects/graph-optimal-control/treuille-lee-popovic-siggraph-2007.pdf">PDF</a>, SIGGRAPH 2007.
</pre>

<pre class="paper">
<b>Responsive Characters from Motion Fragments</b>
J. McCann, N. Pollard
Download <a href="http://graphics.cs.cmu.edu/projects/rcfmf/rcfmf1214-preprint.pdf">PDF</a>, SIGGRAPH 2007.
</pre>

<h3>On HITMAN: ABSOLUTION</h3>

<div class="image">
<img src="http://gameaiconf.com/files/2012/05/HitmanAbsolution.huge_.jpg" width="540"/>
</div>

<br/>
<p>HITMAN: ABSOLUTION is the fifth entry in the critically acclaimed franchise developed by IO Interactive.  It's a stealth action title with sandbox gameplay that has historically had a key focus on artificial intelligence techniques.</p>

<p>This entry of the game pushes the boundaries of technology on many different fronts, including crowd simulation and character animation &mdash; among many others.  Pulling this off efficiently required a strong focus on technology such as reinforcement learning.</p>


<h3>About Michael</h3>

<img src="http://gameaiconf.com/files/2012/08/MichaelBüttner-150x150.jpg" class="alignright"/>

<p>Michael Büttner is a veteran game developer, currently Technical Producer at IO Interactive, having previously worked as both an Lead Animation Programmer and AI Programmer for over four years.  He's worked on the core AI and animation technology for the upcoming HITMAN: ABSOLUTION title, including applying reinforcement learning into the game.</p>

<p>He previously at game companies such as Neon Software GmbH, and as an independent game developer before it was considered cool.  In between, he worked on the OpenOffice team at Sun Microsystems for 4 years.</p>


<h3>Behind the Scenes</h3>

<p><b>Q: What were the major challenges in the animation system previously used by IO Interactive that you wanted to address?</b></p>

<p>MB: We used to use a standard animation graph approach in our animation system. Each state a character can be in has to be explicitly specified, just as well as the transitions that bring us from one state to another. An animation graph is pretty much a state machine, which can look as simple as <tt>IDLE <-> MOVE</tt>.</p>

<blockquote class="alignright">&ldquo;RL-based animation puts more <b>freedom</b> into the hands of <b>animators</b>&rdquo;</blockquote>

<p>Of course, this requires some game code to trigger the necessary state changes. And at some point we eventually want to change the setup to use proper transition animations instead of using a simple blend.  At some later point we might want to reduce the latency in this system and need to introduce interruptible transitions and transitions from transitions.  Naturally, we always need to adjust the game code to adapt to the changed setup.</p>

<p>The consequence of this workflow is that animators heavily depend on programmers to trigger their animations whenever the setup has been changed. This requires a constant back and forth communication between the programmer and the animator which ultimately hurts iteration times and just makes it unnecessarily hard to get to the desired quality level. The question is, of course firstly, how to improve the workflow and put more freedom into the hands of animators and secondly, how to raise the overall visual fidelity of the game at the end of the day. This is the challenge I tried to address with the RL-based animation system.</p>


<p><b>Q: Reinforcement learning has become increasingly popular in academic research into animation controllers.  Why is RL a promising technique in this area?</b></p>

<p>Wouldn’t it be nice to be able to directly feed high-level goals, like “Go to this location” to the animation system, which then automatically and autonomously decides about the best sequence of animations to play in order to achieve the goal?</p>

<p>Reinforcement Learning can take such an objective and turn this into information a real-time controller can use to select animations. The most remarkable property is that this approach can properly deal with delayed gratification. For example, even when no single motion fragment immediately can reach the goal and they need to be chained together, RL can provide us with the globally best sequence of actions, i.e. motion fragments.</p>


<p><b>Q: Some reinforcement learning techniques work on motion graphs at a very high-level, while others take low-level frame deltas and apply RL there.  Which research in particular was your work based on?</b></p>

<p>Last year, I stumbled across <a href="http://grail.cs.washington.edu/projects/motion-fields/motion-fields.pdf">Motion Fields for Interactive Character Animation</a> and got hooked on the idea of using Reinforcement Learning to create controllers that can select sequences of motion clips to achieve some goal. Since then I pretty much tried to read as much as I could find about RL, where I found <a href="http://webdocs.cs.ualberta.ca/~sutton/book/the-book.html">Reinforcement Learning: An Introduction</a> to be a gentle but still very thorough introduction to the subject. Searching for further applications of RL in the area of Character Animation revealed interesting papers such as <a href="http://grail.cs.washington.edu/projects/graph-optimal-control/treuille-lee-popovic-siggraph-2007.pdf">Near-optimal Character Animation with Continuous Control</a> and <a href="http://graphics.cs.cmu.edu/projects/rcfmf/rcfmf1214-preprint.pdf">Responsive Characters from Motion Fragments</a> &mdash; which both heavily influenced my work.</p>

<div class="image">
<a href="http://gameaiconf.com/"><img src="http://gameaiconf.com/files/2012/08/HitmanPolice.jpg" title="Hitman: Absolution" width="540" /></a>
</div>

<br/>
<p><b>Find out more about the character animation and reinforcement learning in HITMAN: ABSOLUTION, and whether it's a good fit for your game engine at the Vienna Game/AI Conference 2012.  Tickets are now available online! <a href="http://gameaiconf.com/attend/tickets-2012/">Click here to secure your seat...</a></p>]]></content:encoded>
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		<item>
		<title>Bronze Tickets Almost Sold Out</title>
		<link>http://gameaiconf.com/vienna/announcement/bronze-tickets-almost-sold-out/</link>
		<comments>http://gameaiconf.com/vienna/announcement/bronze-tickets-almost-sold-out/#comments</comments>
		<pubDate>Sat, 30 Jun 2012 12:08:16 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
				<category><![CDATA[Announcement]]></category>

		<guid isPermaLink="false">http://gameaiconf.com/?p=487</guid>
		<description><![CDATA[The Game/AI Conference has always been keen to promote the attendance of students, both at the research level as well as under-graduates. As the next generation of game developers, we believe it's important to not only educate but inspire and<span class="ellipsis">&#8230;</span><div class="read-more"><a href="http://gameaiconf.com/vienna/announcement/bronze-tickets-almost-sold-out/">Read more &#8250;</a></div><!-- end of .read-more -->]]></description>
				<content:encoded><![CDATA[<img src="http://gameaiconf.com/files/2011/03/Paris10_SideZoom.large_-150x150.jpg" class="alignleft"/>

<p>The Game/AI Conference has always been keen to promote the attendance of students, both at the research level as well as under-graduates.  As the next generation of game developers, we believe it's important to not only educate but inspire and integrate students within the professional developer community.</p>

<p>This year once again, Bronze tickets are available for students for &euro;48 only, by simply sending an email to the organization team.  Unfortunately, there's a finite number of seats in the amphitheatre and there are a limited number of tickets available...  Those Bronze tickets are about to be sold out!</p>

<p><b>If you're a student and would like to secure your seat at the Vienna Game/AI Conference 2012 before the Bronze tickets sell out, then email us at <tt>&lt;team</tt> at <tt>aigamedev.com&gt;</tt> from your University email account.</b></p>]]></content:encoded>
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		<title>Line-Up Expanded for Vienna Game/AI Conference 2012</title>
		<link>http://gameaiconf.com/vienna/announcement/2012-line-up-expands/</link>
		<comments>http://gameaiconf.com/vienna/announcement/2012-line-up-expands/#comments</comments>
		<pubDate>Tue, 15 May 2012 12:32:39 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
				<category><![CDATA[Announcement]]></category>

		<guid isPermaLink="false">http://gameaiconf.com/?p=466</guid>
		<description><![CDATA[<p>New keynotes and presentations announced. BATMAN: ARKHAM CITY, MOTORSTORM and SPEC OPS: THE LINE!</p><div class="read-more"><a href="http://gameaiconf.com/vienna/announcement/2012-line-up-expands/">Read more &#8250;</a></div><!-- end of .read-more -->]]></description>
				<content:encoded><![CDATA[<p>Expanding from the <a href="http://gameaiconf.com/vienna/announcement/first-speakers-announced/">original line-up</a> of invited talks and keynote speakers including highlights from MAFIA 2, HITMAN: ABSOLUTION and topics such as procedural story generation and dynamic adaptive music, the line-up for the Game/AI Conference 2012 has grown further.  Building on top of the innovative indie games previously announced, the event now also features award-winning AAA games too!</p>

<p><b><u>NOTE</u>: Don't miss out on advanced prices; <a href="http://gameaiconf.com/attend/tickets-2012/">purchase your tickets</a> online now!</b></p>

<h2>The AI in BATMAN: ARKHAM CITY</h2>

<img src="http://gameaiconf.com/files/2012/05/ArkhamCity-300x168.jpg" class="alignright" />

<p>This year's winner of the &ldquo;Best AI in a AAA Game&rdquo; Award on AiGameDev.com will be featured in a keynote.  Tim Hanagan will be presenting some of the processes and methodologies that Rocksteady Games uses to develop its AI.  The team is capable of shipping some of the best rated games, with fewer developers than most other AAA teams.  Find out how they do it!</p>


<h2>Off-Road Racing AI in MOTORSTORM</h2>

<img src="http://gameaiconf.com/files/2012/05/Motorstorm-300x187.jpg" class="alignright"/>

<p>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.</p>


<h2>Cover  &amp; Tactics in SPEC OPS: THE LINE</h2>

<img src="http://gameaiconf.com/files/2012/05/SpecOps-300x168.jpg" class="alignright" />

<p>In this talk, you'll find out more technical details about 2K's latest cover-based action game by Yager Development.  Among other things, the game features a behavior tree with an editor custom-developed for the game.  Find out how generic behavior of the enemies and the companions were built, the player-centric design approach used, and how the game supports communication and interaction between the player and the A.I.</p>


<h2>Scaling-Up Crowds in HITMAN: ABSOLUTION</h2>

<img src="http://gameaiconf.com/files/2012/05/HitmanCrowd.huge_-300x168.jpg" class="alignright" />

<p>Listen to Kasper Fauerby explain some of the very latest crowd simulation technology that allowed HITMAN: ABSOLUTION to scale up its dense scenes significantly higher than past games.  You'll hear about locomotion, avoidance, collision detection and other technical details required to support such large groups on screen.</p>


<h2>Book Your Tickets Now!</h2>

<p><b>Tickets are <a href="http://gameaiconf.com/attend/tickets-2012/">available online</a> with prices ranging from 48&euro; (for students) to 192&euro;.  These prices will not be available for long, so be sure to take advantage of them now before it's too late!</b></p>]]></content:encoded>
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		<title>Dynamic Music &amp; Sound in VESSEL by Kieran Lord</title>
		<link>http://gameaiconf.com/vienna/schedule/spotlight-vessel/</link>
		<comments>http://gameaiconf.com/vienna/schedule/spotlight-vessel/#comments</comments>
		<pubDate>Thu, 26 Apr 2012 20:41:32 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
				<category><![CDATA[Schedule]]></category>

		<guid isPermaLink="false">http://gameaiconf.com/?p=457</guid>
		<description><![CDATA[<p>Curious about dynamic music &#38; sound systems in games?  Among them is Kieran Lord, who wrote an AI-driven system for fluid mixing of audio and a dynamic score in VESSEL.</p><div class="read-more"><a href="http://gameaiconf.com/vienna/schedule/spotlight-vessel/">Read more &#8250;</a></div><!-- end of .read-more -->]]></description>
				<content:encoded><![CDATA[<p>Curious about dynamic music &amp; sound systems in games?  The first few speakers of the Vienna Game/AI Conference 2012, taking place on September 18th and 19th, have been announced.  Among them is Kieran Lord, who wrote an AI-driven system for fluid mixing of audio and a dynamic score in the indie hit VESSEL.</p>

<p><b>Tickets to this year's conference are now <a href="http://gameaiconf.com/attend/tickets-2012/">available here</a>, and come with Early Bird Bonuses if you move fast to secure yours.  Prices range from &euro;96 to &euro;192 only, with discounts for students.</b></p>

<h3>On VESSEL</h3>

<div class="image">
<img src="http://gameaiconf.com/files/2012/04/Vessel_01.png" width="540"/>
</div>

<br/>
<p>VESSEL is an ambitious puzzle platformer set in a unique world where the player has tools to controls liquids.  The entire game is very dynamic and open, and required an adaptive audio system to truly capture the fluid aspect of the game.  The implementation is done using a control structure similar to a behavior tree, which dynamically decides what sections of the score to play.</p>


<h3>About Kieran</h3>

<img src="http://gameaiconf.com/files/2012/04/Photo-on-26-04-12-at-1.33-PM-2-150x150.jpg" class="alignleft"/>

<p>Kieran Lord worked at Pandemic in Australia on DESTROY ALL HUMANS 2 and two un-announced AAA titles for consoles.  He's since become an independent developer, not only building his own games and Unity plugins, but also becoming a core contributor on VESSEL.</p>
<p>Most notably, he worked on the dynamic sound/music system as well as gameplay and NPC artificial intelligence.  Kieran is now a resident expert at the AiGameDev.com Labs in Austria.</p>


<h3>Behind the Scenes</h3>

<p><b>Q: What motivated you to write a dynamic music/sound system for VESSEL?</b></p>

<p>KL: There's two answers to that, need and ambition. We needed dynamic sound to go with the simulated fluid and physics. Static sounds in a realistically simulated world just feel 'wrong', and would have ruined the experience. As for the music… that was all about ambition. When we started talking about music it was just a question of how should we should make it dynamic, not if it should be dynamic or not. It turned out to be much harder than I had imagined but it adds a huge amount to the game.</p>

<p><b>Q: What was your most frustrating moment working on that part of VESSEL?</b></p>

<p>KL: This one's easy… we had one awful bug. No new sounds would play if the player walked past a certain area on one map of the game (the very first part of the factory). It drove us mad! In the end it turns out that it was a star crossed combination of level &#038; sound design we had accidentally created the perfect conditions for a super-rare bug in the sound API. The joys of a fully dynamic system.</p>

<p><b>Q: What was your most rewarding moment in developing the dynamic sound/music system in vessel?</b></p>

<p>KL: Not so easy, we had lots of these. I think the biggest one for me was when we set up our first puzzle music test (using the system we went on to ship with). Playtesters actually didn't realise the music had changed most of the time… just that somehow they knew they were doing the right thing each time it did.</p>

<p><b>Q: Why did you decide to make a Unity plugin and what will it be able to do?</b>

<p>KL: There's two reasons… firstly, Vessel's music system was built specifically for Vessel… and we had so many great ideas when building the music for Vessel that just didn't fit with the game.  And secondly, I missed the music when I had time to play with Unity again. Out of the box Unity can handle a looping audio clip in the background and after Vessel I just wasn't content with that anymore.</p>

<p><b>Find out more about the dynamic audio system behind VESSEL, how you can build your own and extend the concept at the Vienna Game/AI Conference 2012.  Tickets are now available, and come with Early Bird bonuses if you move fast! <a href="http://gameaiconf.com/attend/tickets-2012/">Click here to secure your seat...</a></p>

<div class="image">
<img src="http://gameaiconf.com/files/2012/04/Vessel_02.png" width="540"/>
</div>]]></content:encoded>
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		<title>Ticket Available &amp; Early Bird Bonuses</title>
		<link>http://gameaiconf.com/vienna/announcement/early-tickets-available/</link>
		<comments>http://gameaiconf.com/vienna/announcement/early-tickets-available/#comments</comments>
		<pubDate>Tue, 17 Apr 2012 10:58:13 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
				<category><![CDATA[Announcement]]></category>

		<guid isPermaLink="false">http://gameaiconf.com/?p=447</guid>
		<description><![CDATA[Secure your seat to the largest independent conference dedicated to artificial intelligence in games!<div class="read-more"><a href="http://gameaiconf.com/vienna/announcement/early-tickets-available/">Read more &#8250;</a></div><!-- end of .read-more -->]]></description>
				<content:encoded><![CDATA[<p>Conference tickets <s>will be</s> are now available starting April 18th 2012.  Details about the awesome early bird BONUSES can be found <a href="http://gameaiconf.com/attend/tickets-2012/">here at the ticket detail page.</a></p>

<p>To purchase the ticket, you'll need the following:</p>
<ul>
<li>A free INSIDER account on AiGameDev.com, which you can register for in less than 30 seconds.</li>
<li>A credit card, either Visa or Mastercard, to purchase the tickets from our secure store.</li>
</ul>

<p>You can now purchase tickets together, for example if you want a main conference ticket for both conference days, and a ticket to one or both of the workshops, you can simply add these to your basket and simply checkout.</p>

<p>In 2010, we sold out all our seats with months to go before the conference, and had to upgrade to the biggest amphitheater.  This year, there is nothing bigger available so make sure you secure your seat as soon as you can!<br />
<br />

<img width="560px" src="http://gameaiconf.com/files/2010/12/Audience_BottomRight.large_.jpg" />]]></content:encoded>
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		<title>Deadline Extension for R&amp;D Posters and Presentations</title>
		<link>http://gameaiconf.com/paris/2011-announcement/deadline-extension/</link>
		<comments>http://gameaiconf.com/paris/2011-announcement/deadline-extension/#comments</comments>
		<pubDate>Fri, 23 Mar 2012 10:25:06 +0000</pubDate>
		<dc:creator>Alex J. Champandard</dc:creator>
				<category><![CDATA[Announcement]]></category>

		<guid isPermaLink="false">http://gameaiconf.com/?p=402</guid>
		<description><![CDATA[Due to popular demand we extended the deadline for R&#038;D posters and presentations to April 18th. 
<p>As a reminder: You can <a href="http://gameaiconf.com/conference/submissions/">submit</a> the following for the conference:</p>
<ul>
<li>Presentations of 30- to 45-minute. (<b>Deadline extended to April 18th.</b>)</li>
<li>Demo &#38; Poster reception. (<b>Deadline extended to April 18th.</b>)</li>
<li>Microtalks research sessions. (Deadline April 18th.)</li>
<li>Full paper submissions. (Deadline April 18th.)</li>
</ul>
<div class="read-more"><a href="http://gameaiconf.com/paris/2011-announcement/deadline-extension/">Read more &#8250;</a></div><!-- end of .read-more -->]]></description>
				<content:encoded><![CDATA[<p>Due to popular demand (and the fact that an AiGameDev.com team member missed the original deadline), we extended the deadline for R&#038;D posters and presentations to April 18th.</p>

<p>As a reminder: You can <a href="http://gameaiconf.com/conference/submissions/">submit</a> the following R&#038;D material for the conference:</p>
<ul>
<li>Presentations of 30- to 45-minute. (<b>Deadline extended to April 18th.</b>)</li>
<li>Demo &amp; Poster reception. (<b>Deadline extended to April 18th.</b>)</li>
<li>Microtalks research sessions. (Deadline April 18th.)</li>
<li>Full paper submissions. (Deadline April 18th.)</li>
</ul>

See the original deadline announcement <a href="http://gameaiconf.com/highlight/call-for-proposals/">here </a>.]]></content:encoded>
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	</channel>
</rss>
