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Square enix AI academy: a seminar series for the introduction of digital game AI

Published: 02 November 2015 Publication History

Abstract

In the game industry, the technologies of Game AI development have advanced in the last 15 years independently from academic AI research. Much knowledge had been enclosed within the game industry until 2000, but in game development conferences and books, some techniques have been made public to developers over the world. But even this was still limited to within the game industry. SQUARE ENIX AI Academy is a 5 session seminar series with lectures and workshops held by the SQUARE ENIX Advanced Technology Division in the summer and autumn of 2014. The purpose is to provide this industry knowledge to students, game developers, and teachers who want to learn game AI technologies used in the game industry. The seminar series registration is limited to 60 students.
Many techniques and knowledge developed in the game industry have been independent of each other as collections of simple techniques, but recently they have been integrated to be a whole unified theory as digital Game AI theory. In the SQUARE ENIX Academy, the Game AI theory is introduced to attendees in lectures and workshops; they can study the knowledge during the lecture and learn how to apply the knowledge in the workshop. In this paper, a sketch of the theoretical framework for digital game AI and the workshop design are introduced. The goal of the paper is share knowledge about how to teach game AI such that anyone can understand how to use it.

References

[1]
SQUARE ENIX AI ACADEMY http://www.jp.square-enix.com/dgl/academy/
[2]
Miyake, Y. 2015. Current Status of Applying Artificial Intelligence For Digital Games. The Journal of Japanese Society for Artificial Intelligence, 30(1), 45--64 http://id.nii.ac.jp/1004/00000517/
[3]
Isla, D., Burke, R., Downie, M., Blumberg, B. 2001. A Layered Brain Architecture for Synthetic Creatures. In Proceedings of IJCAI, 2001.
[4]
Gibson, J. J. 1986. The Ecological Approach To Visual Perception, Routledge.
[5]
Pedica, C. and Vilhjálmsson, H. 2010. Spontaneous Avatar Behavior for Human Territoriality, Applied Artificial Intelligence, Volume 24 Issue 6, July 2010, 575--593.
[6]
Fullerton, T. 2008. Game Design Workshop: A Playcentric Approach to Creating Innovative Games, CRC Press
[7]
Isla, D., Blumberg, B. 2002. Blackboard Architectures, AI Game Programming Wisdom, 2002. Vol.1, 7.1, p.333--344.

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  • (2018)Game AI techniques from algorithmic approach to machine learningSIGGRAPH Asia 2018 Courses10.1145/3277644.3277792(1-491)Online publication date: 4-Dec-2018

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SA '15: SIGGRAPH Asia 2015 Symposium on Education
November 2015
71 pages
ISBN:9781450339278
DOI:10.1145/2818498
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 November 2015

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Author Tags

  1. character
  2. digital game AI
  3. workshop

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SA'15
SA'15: SIGGRAPH Asia 2015
November 2 - 6, 2015
Kobe, Japan

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Overall Acceptance Rate 178 of 869 submissions, 20%

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  • (2018)Game AI techniques from algorithmic approach to machine learningSIGGRAPH Asia 2018 Courses10.1145/3277644.3277792(1-491)Online publication date: 4-Dec-2018

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