Here's how to debug behavior trees in your game when using the Unity Behavior tool. Check out my full 8 minute intro to behavior trees in Unity for the complete walkthrough.
Full tutorial: https://youtu.be/DWlZK5mqC6E

Here's how to debug behavior trees in your game when using the Unity Behavior tool. Check out my full 8 minute intro to behavior trees in Unity for the complete walkthrough.
Full tutorial: https://youtu.be/DWlZK5mqC6E
Climbing Up The Walls: Building a Navigation System for Characters That Defy Gravity by Chris Brown from @kythera.ai.
This talk walks through how Kythera built a fully 3D surface navigation system that allows you to walk/climb/crawl over any surface.
#GameAI #GameDev #NavMesh #AIandGamesConference
A new arXiv paper formalizes Adversarial Heuristic Learning, where AI agents refine game policies without updating model weights. The benchmark AAArena includes 12 games and 1,920 archived human programs for…
#AIagents #GameAI #ReinforcementLearning #Benchmark
https://arxiv.org/abs/2610.12341
Giving NPCs a Voice: Expressing Behavior Through Barks by @philipdunstan.com, Katapult Ridge
This presentation will show a practical approach for a barks system that can be used on adopted by both small indie and massive AAA projects
#AIandGames #GameAI #GameDev
Unpredictable Encounters: Designing Glitchy NPC Animation and Behaviour for Horror by Tania Dales, University of York (iGGi)
About the talk: This talk explores how visual, mechanical, and systemic glitches in NPCs elevate horror in video games.
From Multiplayer to Single Player: Shipping Generative AI Temps in Dimensional Double Shift by Brian Tanner and Alex Kearney, Artificial Agency
About the talk: Dimensional Double Shift was designed as a cooperative VR game.
I'm curious if anyone has had a serious use for Petri Nets in a video game context. They seem like a neat concept in the abstract.
Cheat Codes and Compliance Codes: The Legal Playbook for AI and Games in 2026 by Rupam Davé, Lewis Silkin LLP
About the talk: This talk explores the evolving legal landscape surrounding the use of artificial intelligence in the video games industry.
From Utility AI to Computational Cognition: Building Believable NPCs with Cognitive Models by Shammi Seth, Heriot-watt University
About the talk: Many modern NPC systems combine behaviour trees, utility AI, planners, and increasingly large language models.
How We Taught the Robots in Arc Raiders to Move (Eventually) by Simona Petravić, Embark Studios
About the talk: Physics-based, ML-driven locomotion promises robots that feel alive instead of rigidly cycling through hand-authored clips.
A new arXiv paper frames "world editing" as intervening on interactive world models and introduces intervention depth, IGMWorld, and IGMBench, a 110-task benchmark with 1.1K executable criteria across Minecraft and Terraria for…
#AI #WorldModels #GameAI #Benchmark
https://arxiv.org/abs/2610.02331
Researchers made progress on the AI challenge of Stratego by adding a second neural network that infers the identity of hidden pieces. This…
#Robotics #AI #MachineLearning #GameAI
https://arstechnica.com/science/2026/10/ai-finally-beat-the-best-stratego-player-in-history-and-did-it-on-a-budget/
Well, this is pretty amazing: github.com/urosidoki/ht...
The Making of SCUM's Wildlife: Scaling AI for a Live Multiplayer Game by Jayanth Erode Mani, Splash Damage
About the talk: A wildlife overhaul that transformed hunting from scripted encounters into a persistent wildlife ecosystem in a live 80-player survival game.
#AIandGames #GameAI #GameDev #SCUM
Your LLM Badly Needs a DM: How Player Research Taught us the Perils of Unlimited Freedom by Richard Cole, University of Bristol and Thomas Keane, @meaningmachine.bsky.social
About the talk: When players are the intelligent agents, how can the game keep up?
QA Without Playing the Game: Using LLMs to Generate Solvers for Game Rules by Joris van de Donk, @awscloud.bsky.social
About the talk: What has always been missing is a way to get the rules out of the source code without a specialist writing them out by hand.
New arXiv paper explores Inverse Dynamics Models for inferring player inputs from gameplay video frames, analyzing how spatial features, architectures, and objectives affect per-action accuracy at constrained…
#AIResearch #InverseDynamics #GameAI #EmbodiedAgents
https://arxiv.org/abs/2609.37907