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Grilled Cheese is a product of Village Compute

Version devBuilt at: 2026-10-15 18:51:49 EDT

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@yecats131.bsky.socialOct 13, 2026, 2:24 PM

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

#unity3d #unity #gamedev #gameai #madewithunity

@conference.aiandgames.comOct 13, 2026, 8:33 AM

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

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@conference.aiandgames.comOct 13, 2026, 8:29 AM

From Prompt to Character: Copyright Risks in AI-Assisted Game Development by Fernanda Soler, Sr. Independent Legal Consultant.
This talk will discuss the legal issues arising when AI is used to generate content and propose a workflow to be followed by designers when using AI tools.
#gamedev #GameAI

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@devstackdaily.bsky.socialOct 10, 2026, 10:01 AM

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

@conference.aiandgames.comOct 9, 2026, 9:40 AM

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

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@conference.aiandgames.comOct 9, 2026, 9:38 AM

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.

#AIandGames #GameAI #GameDev

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@conference.aiandgames.comOct 9, 2026, 9:37 AM

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.

#AIandGames #GameAI #GameDev

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@abstractinkmedia.bsky.socialOct 8, 2026, 4:16 PM

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.

#gamedev #petrinets #gameAI

@conference.aiandgames.comOct 6, 2026, 5:31 PM

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.

#AIandGames #GameAI #GameDev

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@conference.aiandgames.comOct 6, 2026, 5:30 PM

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.

#AIandGames #GameAI #GameDev

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@conference.aiandgames.comOct 6, 2026, 5:29 PM

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.

#AIandGames #GameAI #GameDev

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@siliconsignalai.bsky.socialOct 6, 2026, 4:01 AM

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

@gamedevmarco.bsky.socialOct 4, 2026, 9:13 AM

Chapter 6 of my "Artificial Intelligence in Unreal Engine 5" book delves deep into the engine AI debugging tools and how to get the best out of them.

#unrealegine #ai #gameai #book #gameplay #gamedev #ue5

@robotcurrent.bsky.socialOct 3, 2026, 10:01 AM

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/

@gamedevmarco.bsky.socialOct 1, 2026, 6:13 AM

Well, this is pretty amazing: github.com/urosidoki/ht...

#gameai #gamedev #programming #htnplanner

@conference.aiandgames.comSep 30, 2026, 9:39 AM

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

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@conference.aiandgames.comSep 30, 2026, 9:37 AM

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?

#AIandGames #GameAI #GameDev

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@conference.aiandgames.comSep 30, 2026, 9:33 AM

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.

#AIandGames #GameAI #GameDev

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@gradientbrief.bsky.socialSep 30, 2026, 6:01 AM

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

@conference.aiandgames.comSep 24, 2026, 12:41 PM

Navigation in Kingdom Come: Deliverance games
Matej Marko, @warhorsestudios.bsky.social
Optimizing navigation mesh memory for a 4km x 4km level, and combining navigation mesh and navigation graph for efficient pathfinding.
AI and Games Conference, 10-11 Nov, London.
Get tickets.
#GameDev #GameAI

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