Agent Behavior & Coordination (Day #2)

Join experts from robotics, the games industry and the bot community for a day-long course on state-of-the-art techniques in believable behavior, including coordination of multiple agents, reuse of logic and responsive event handling. Learn how to integrate Behavior Trees and other techniques into your games and simulations, for results that are easy to author and control.

Now in its 8th edition, nucl.ai brings together hundreds of developers from creative industries and interactive media to resolve the biggest technical and design problems with Artificial Intelligence. One of the event's tracks focuses specifically on “Agent Behavior & Coordination” for an entire day.
(Day #2: Tuesday, July 19th)

Regular & Current Attendees

  • Ubisoft Studios
  • CD Projekt Red
  • Square Enix
  • Microsoft Game Studios
  • Unity Technologies
  • Pixar Animation Studios
  • Iron Galaxy Studios
  • CCP Games
  • Bohemia Interactive
  • Riot Games
  • Moving Picture Company
  • Creative Assembly
  • Epic Games
  • INRIA Research Lab
  • MASA Group
  • ...

I've never seen so many industry figures, academics, and students happy to discuss a range of topics around AI in games. It was really, REALLY helpful.

Matthew Bedder

PhD Student

University of York, UK

It was great to return to #nuclai15 this year, I met loads of interesting people and came away buzzing with new ideas.

Vicky Smalley

CTO

Small Jelly, UK

It was my first time at #nuclai15 and I heard about it very late through co-workers. I was mostly interested in the Character Animation panels. I really hope to be able to attend every year from now on! Great information, great people, great time!

Laurent Delayen

Senior Gameplay Programmer

Epic Games, USA

For the first time in my life, I left a conference with concrete and crystallized plans to improve my current project based on the talks I attended and the conversations I had with people. Incredibly. Useful.

Sergey Mohov

Game Designer

Tequila Works, SPAIN

First time visiting a conference like this, and #nuclai15 made a very strong first impression. Great sessions, great people, great time!

Aaron Oostdijk

Lecturer & Researcher

University of the Arts Utrecht, NETHERLANDS

An invaluable resource of ideas and enthusiasm. Long may it continue.

Jim Brewster

Technical Lead

NaturalMotion, UK

Spent months of saving and talking to Alex on twitter – it was more than worth it. I cannot express how this experience changed me and might as well have shaped my future. From the networks I've created to the feedback needed to get back on track I am extremely happy for this opportunity and #nuclai16 is on my calendar.

Mohamed Serry

Gameplay Programmer

Creability, UNITED ARAB EMIRATES

#nuclai15 was really unique and cross-discipline, bringing feature film, game AI, animation and machine learning people and talks together makes it the perfect opportunity to learn for everyone.

Alexander Shafranov

Animation Programmer

Remedy Games, FINLAND

Inspiring talks, dedicated people, things to play with, that's a conference to my taste.

Anika Uhlemann

Engine & Game Programmer

GOODGAME Studios, GERMANY

Attending conferences like Nucl.ai brings me in the perfect mental state. I always try to invent something crazy in the plane back home...

Simon Clavet

Animation & Physics Programmer

Ubisoft Montreal, CANADA

Wide variety of topics, great speakers, interesting conversations and lots of very very cool stuff to see and try - Nucl.ai easily beats other conferences!

Kevin Schmidt

Head of Data Science

Mind Candy, UK

#nuclai15 was again a wonderful opportunity to focus on game AI and the intersection of game design and programming. Great talks and great conversations.

Jurie Horneman

Independent, FRANCE



As virtual worlds become more engaging, their number of agents is going up tremendously. From AI directors that supervise a scene, to interactive tutors, as well as other actors, each of them require consistent behaviors. Making them believable and engaging is then taking it to another level!

In this track, you'll learn about best practices in the field for creating virtual actors on a deadline, in particular techniques such as behavior trees, planners, or utility systems.

Keywords

  • multi-agent coordination
  • control hierarchies
  • behavior trees
  • hybrid utility systems
  • event processing

Format

  • Keynote
  • Presentations
  • Panel Discussion
  • Expert Q&A

Track Schedule (Day #2: Tuesday, July 19th)

Track Schedule (Day #2: Tuesday, July 19th)

Day #2: Tuesday, July 19th

Agent Behavior & Coordination

Procedural Content Generation

Analytics & Data Science

Charles Hinshaw, framebunker

09:15 Back-Alley Surgery For Cyberpunk AI (Academy)

Tickets!

Join developers from all over the world and secure your ticket for this year's nucl.ai now! Three days of artificial intelligence theory and practice packed into three parallel tracks per day with many networking opportunities are waiting for you in Vienna.

Conference* (3 Days)

All Content* (3 Days)

Single Day Ticket

Early Bird

A limited number of these tickets was available.

Sold Out.

Sold Out!

-

Early Worm

These tickets were available for a limited time.

Expired.

Sold Out.

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Regular

Important: All Access sold out. All Content available instead.*

€ 369

€ 999

€ 399

Student Pass**

Available until Friday July 8th

60% off above

60% off above

60% off above

Indies or Unemployed Devs***

Available until Friday July 8th

20% off above

30% off above

20% off above

* All Access tickets give you access to all rooms on all days of the conference, Single Day tickets give you full access, but only on the day of your choice. With a main conference ticket you can access the amphitheatre and the open laboratories. See here for more details about ticket types and discounts.

Keynotes and Presentations

Late to the Party! A Story of Adding Player Bots to a Humans-Only Game

Paragon is the latest MOBA game from Epic Games. Late in production a decision has been made to add player bots to support single-player and practice matches. The talk is going to describe how adding reasonable bot players to a game build around human players has been achieved. The approach taken consisted of both using stock UE4 AI parts as well as creating performant, game-specific AI subsystems, so there's going to be something interesting for everybody!

Mieszko Zielinski, Epic Games

Epic Games' Lead AI Programmer Mieszko Zielinski has been developing games for over a decade now. He found his game industry calling in 2003, when he joined a little known studio, Aidem Media, to get his foot in the industry's door. Since then, Zielinski has worked at CD Projekt Red,...

Read full biography »

Mieszko Zielinski, Epic Games

Epic Games' Lead AI Programmer Mieszko Zielinski has been developing games for over a decade now. He found his game industry calling in 2003, when he joined a little known studio, Aidem Media, to get his foot in the industry's door. Since then, Zielinski has worked at CD Projekt Red,...

Read full biography »

Seamless Merging of Behavior Trees and Imperative Code

Behaviour Trees (BT) are a convenient pattern for implementing agents coordination logic. There are 2 common approaches for BT representation, either using a visual nodes builder or a specialised programming language. We are proponents of the latter. In our opinion, BT declarative syntax can be both expressive and powerful. In order to simplify BT coding we developed a specialised BeHaviour Language (BHL). BHL is a typed language which allows to mix both declarative BT style with familiar imperative programming style. In fact, BHL just adds a thin imperative gluing layer over a BT pattern. Apart from having a clear syntax BHL also helps to get rid of some drawbacks adherent to BT. This talk will include not only an introduction to BHL but also our usage experience alongside with best practices, tips and tricks.

Pavel Shevaev, BIT.GAMES

8+ years of game dev. Skills range from PHP dirty hacking to C++ servers coding. Walked a thorny path from an OOP zealot to an admirer of simple solutions for complicated problems.

Read full biography »

Pavel Shevaev, BIT.GAMES

8+ years of game dev. Skills range from PHP dirty hacking to C++ servers coding. Walked a thorny path from an OOP zealot to an admirer of simple solutions for complicated problems.

Read full biography »

Bodyguards and VIPs: A Look at Ambient, Alert and Evacuation Behaviors in HITMAN

In the latest instalment of the HITMAN series, contract targets are often high profile figures protected by their own personal security. To fit the fantasy and to provide new gameplay challenges, we've introduced a number of VIP and bodyguard behaviors to differentiate them from other NPCs. The talk will begin with an overview of the core HITMAN AI systems and the agent states we call situations. Providing an insight into what makes the inhabitants of HITMAN tick, before transitioning into the solutions undertaken to simulate the roles of bodyguards and VIPs within a dynamic environment. The talk will cover changes at the ambient and alert level, then delve into details on the various components that comprise the evacuation state: group coordination, group navigation, route evaluation, threat management and evacuation behaviours.

Jason Schroder, Io-Interactive

Jason joined the Australian games industry in 2001. Starting as a generalist game programmer at Krome Studios, where he soon found his passion as an AI programmer. Jason was responsible for designing and developing AI solutions for several AAA titles over a number of years at Krome. He later joined...

Read full biography »

Jason Schroder, Io-Interactive

Jason joined the Australian games industry in 2001. Starting as a generalist game programmer at Krome Studios, where he soon found his passion as an AI programmer. Jason was responsible for designing and developing AI solutions for several AAA titles over a number of years at Krome. He later joined...

Read full biography »

Thomas Petersen, Io-Interactive

Thomas has a been working in most areas of game related programming since late 97, from audio over platform, to gameplay and AI. He’s currently working at IO Interactive on the AI team, helping deliver new feature content and maintain the live HITMAN game.

Read full biography »

Thomas Petersen, Io-Interactive

Thomas has a been working in most areas of game related programming since late 97, from audio over platform, to gameplay and AI. He’s currently working at IO Interactive on the AI team, helping deliver new feature content and maintain the live HITMAN game.

Read full biography »

Shooting for DataDriven²! Evolution of a Modular Weapon System

When building gameplay systems flexibility and simplicity are king. In this talk we will present a full slice of a modular weapon system from a programmer point of view, showing how classic AI techniques can be used in unconventional grounds and introducing the new Action Trees and the DataDriven² paradigm. Attendees will leave with a practical example on how to evolve a system while keeping your building blocks simple to reach quick iterations, fast feature creation, real-time tweaks and improved data scalability when the game goes big.

Ramon Viladomat, Crytek

Ramon Viladomat is a Senior Gameplay Programmer at Crytek in charge of the main character, weapons, input and camera systems. In the past, he was involved in games like 'Ryse: Son of Rome' or the 'Invizimals' Series, developed 'WAAR' (Wide Area Augmented Reality) for PlayStation Vita SDK and coded the...

Read full biography »

Ramon Viladomat, Crytek

Ramon Viladomat is a Senior Gameplay Programmer at Crytek in charge of the main character, weapons, input and camera systems. In the past, he was involved in games like 'Ryse: Son of Rome' or the 'Invizimals' Series, developed 'WAAR' (Wide Area Augmented Reality) for PlayStation Vita SDK and coded the...

Read full biography »

Back-Alley Surgery For Cyberpunk AI

In our upcoming cyberpunk tactical shooter, Static Sky, the AI is focused on just two things: making the player earn the win, and behaving believably while doing it. In this talk, we’ll cut open few seconds of gameplay and scoop out all of the individual agent logic and group coordination bits so that we can see how they work. What will we find when we start digging around? Reusable hybrid behavior trees partially shared across agents? Tactical pathfinding using old-school influence maps? An inexplicable fondness for mixing named arguments and anonymous methods? There’s really only one way to find out! When we’re done, we’ll stuff it all back in, sew it up, and nobody will even know we were here.

Charles Hinshaw, framebunker

Charles Hinshaw is game developer and software designer. He is based in Copenhagen, Denmark, where it is nearly always dark and rainy.

Read full biography »

Charles Hinshaw, framebunker

Charles Hinshaw is game developer and software designer. He is based in Copenhagen, Denmark, where it is nearly always dark and rainy.

Read full biography »

How TOM CLANCY'S THE DIVISION Simulates Manhattan for Millions of Players

TOM CLANCY'S THE DIVISION throws players into a mid-crisis Manhattan in the aftermath of a devastating pandemic, blending online RPG and third person shooter mechanics in both open world and scripted levels. Hosting the game on dedicated servers was essential for providing a seamless online experience. This presentation describes how the NPC behaviors and animation systems have been designed for this client-server architecture and examines the implications for game design, development and production. Covered topics include: the challenges of having different physics and animation representations on the client and server, NPC reactions and behaviors, CPU and memory budgets, debugging server-side behaviors, and how this architecture affected production both prior-to and after launch.

Philip Dunstan, Massive Entertainment

Philip Dunstan is a Senior AI Programmer at Massive Entertainment, a Ubisoft studio. Philip's core interests in AI are NPC behaviors, sensory and reasoning systems, and the tools for debugging complex NPC behaviors. Philip has more than ten years of experience in the games industry, starting as a Physics and...

Read full biography »

Philip Dunstan, Massive Entertainment

Philip Dunstan is a Senior AI Programmer at Massive Entertainment, a Ubisoft studio. Philip's core interests in AI are NPC behaviors, sensory and reasoning systems, and the tools for debugging complex NPC behaviors. Philip has more than ten years of experience in the games industry, starting as a Physics and...

Read full biography »

Production Issues Support Group and Behavior Logic Clinic [Roundtable]

Emil Johansen, AngryAnt

A freelance game developer with a specialisation in AI, and author of the "Behave" AI middleware solution, Emil brings experience from a host of client projects as well as a four-year stint at Unity Technologies. A preference for behavioural logic, but a wide appetite for new and exciting challenges.

Read full biography »

Emil Johansen, AngryAnt

A freelance game developer with a specialisation in AI, and author of the "Behave" AI middleware solution, Emil brings experience from a host of client projects as well as a four-year stint at Unity Technologies. A preference for behavioural logic, but a wide appetite for new and exciting challenges.

Read full biography »

Branching Out: Applying Behavior Logic throughout the Codebase [Roundtable]

Emil Johansen, AngryAnt

A freelance game developer with a specialisation in AI, and author of the "Behave" AI middleware solution, Emil brings experience from a host of client projects as well as a four-year stint at Unity Technologies. A preference for behavioural logic, but a wide appetite for new and exciting challenges.

Read full biography »

Emil Johansen, AngryAnt

A freelance game developer with a specialisation in AI, and author of the "Behave" AI middleware solution, Emil brings experience from a host of client projects as well as a four-year stint at Unity Technologies. A preference for behavioural logic, but a wide appetite for new and exciting challenges.

Read full biography »

Speakers & Organizers

Mieszko Zielinski

Pavel Shevaev

Jason Schroder

Thomas Petersen

Ramon Viladomat

Ramon Viladomat

Senior Gameplay Programmer

Ramon Viladomat is a Senior Gameplay Programmer at Crytek in charge of the main character, weapons, input and camera systems. In the past, he was involved in games like 'Ryse: Son of Rome' or the 'Invizimals' Series, developed 'WAAR' (Wide Area Augmented Reality) for PlayStation Vita SDK and coded the 'Reactable' (tangible musical synthesizer). Currently trying to push game engine technologies to new standards and always up for new challenges.

Conference Speaker

Thomas Petersen

Senior Programmer

Thomas has a been working in most areas of game related programming since late 97, from audio over platform, to gameplay and AI. He’s currently working at IO Interactive on the AI team, helping deliver new feature content and maintain the live HITMAN game.

Conference Speaker

Jason Schroder

Senior Programmer

Jason joined the Australian games industry in 2001. Starting as a generalist game programmer at Krome Studios, where he soon found his passion as an AI programmer. Jason was responsible for designing and developing AI solutions for several AAA titles over a number of years at Krome. He later joined the Hitman team at IO Interactive in 2011. Starting with Hitman: Absolution and continuing with this year’s HITMAN. His primary role has been to develop AI systems and behaviors for both titles.

Conference Speaker

Pavel Shevaev

Chief Technology Officer

8+ years of game dev. Skills range from PHP dirty hacking to C++ servers coding. Walked a thorny path from an OOP zealot to an admirer of simple solutions for complicated problems.

Conference Speaker

Mieszko Zielinski

Lead AI Programmer

Epic Games' Lead AI Programmer Mieszko Zielinski has been developing games for over a decade now. He found his game industry calling in 2003, when he joined a little known studio, Aidem Media, to get his foot in the industry's door. Since then, Zielinski has worked at CD Projekt Red, Crytek and People Can Fly, where he developed the AI system for "Bulletstorm" almost from scratch, with a team of great programmers. Currently his attention is split between leading efforts to implement generic AI system for Epic Games' Unreal Engine 4 and developing AI bots for Epic's latest game, Paragon.

Conference Speaker

Charles Hinshaw

Philip Dunstan

Emil Johansen

Emil Johansen

Freelance game developer

A freelance game developer with a specialisation in AI, and author of the "Behave" AI middleware solution, Emil brings experience from a host of client projects as well as a four-year stint at Unity Technologies. A preference for behavioural logic, but a wide appetite for new and exciting challenges.

Track Chair and Co-Organizer

Senior AI Programmer

Philip Dunstan is a Senior AI Programmer at Massive Entertainment, a Ubisoft studio. Philip's core interests in AI are NPC behaviors, sensory and reasoning systems, and the tools for debugging complex NPC behaviors. Philip has more than ten years of experience in the games industry, starting as a Physics and Core Technology Engineer at Electronic Arts, before transitioning to AI at AIGameDev.com in 2011 and the joining Massive Entertainment to work on Tom Clancy’s The Division in 2014.

Conference Speaker

Charles Hinshaw

Charles Hinshaw is game developer and software designer. He is based in Copenhagen, Denmark, where it is nearly always dark and rainy.

Conference Speaker

Browse Conference Tracks

Analytics & Data Science

Agent Behavior & Coordination

Character Animation

Cognition, Bots & Understanding

Dynamic Dialog & Storytelling

Generative Systems & Design

Human Interaction & Recognition

Procedural Content Generation

Real-time Decisions