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AI and Games · 游戏AI研究与实践· 来源· Tommy Thompson·· 9 天前AI 评分43

仅剩四周! | 14/10/26

Only Four Weeks to Go! | 14/10/26

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Greetings all and welcome to AI and Games. I’m still ever so slightly under the weather from this horrid cold I’ve been nursing now for over week. However, I’m out on the road with fellow conference founders Matthias and Duygu for Game Republic New Horizons and at the time of publication am on a train somewhere in the English midlands. So it’s going to be a short one sadly!

For this week, a big update for our premium subscribers on a lot of behind the scenes work. Now that the dust has settled on weeks of travel and work we can talk a little more about our own internal endeavours. But before that we’ll also talk about the AI and Games Conference - which is now less than a month away!


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AI and Games Conference 2026

Four weeks to go! Let’s announce some more talks that are coming to the AI and Games Conference 2026 - grab those tickets!

Stepping off the Shortest Path: Creating Believable Character Navigation
Richard Kogelnig / Havok

We’re excited to welcome back Havok as one of our partners this year, and also to Richard Kogelnig who gave a great talk on debugging complex gameplay systems that drift due to non-deterministic properties. This time around Richard is going to be talking to us about an evergreen Game AI topic: pathfinding! Using navigation systems to calculate paths (including Havok’s own tools) is only the first step in making interesting behaviour. After all, computing the path to the goal doesn’t guarantee it is believable or realistic for an agent. Richard will break down best practices in how to build more believable path execution behaviours such that NPCs don’t wander around looking like robots.


I Plan to Tell You a Story: Narrative Planning with HTNs
Jeff Orkin / BitPart.ai

We closed day one of the 2025 AI and Games Conference with Jeff Orkin’s session “One Trillion Parameters and No Plans” which was both a spiritual successor to his now infamous “Three States and a Plan” GDC talk from 20 years prior, but also an insight into the work that BitPart.ai is conducting in building planning architectures for games in an age of LLMs. The talk was very well received, and also had a fun live demo at the end which was also a rather fun joke at my expense (career highlight, loved it). This year Jeff returns with a follow-up to this presentation by taking the work into a slightly different direction. HTN planning is a well-known and respected technique in Game AI, but we typically think of it as a model for action selection and execution. In this talk Orkin will discuss recent work by BitPart in using LLMs to draft narrative content, then injecting it into an HTN for a dynamic narrative generation engine.


From Prompt to Character: Copyright Risks in AI-Assisted Game Development
Fernanda Soler / London College of Contemporary Music

For anyone interested in AI tooling in the games industry nowadays the big question is as always about the legal implications. How do you manage copyright risks around authorship and ownership of your IP if a team is using a variety of Generative AI systems as part of the workflow. We welcome Fernanda to the AI and Games Conference 2026 as they share their proposed workflow for designing in-game characters using GenAI tooling.


Climbing Up the Walls: Building a Navigation System for Characters That Defy Gravity
Chris Brown / Kythera AI

The real reason our event is the home for Game AI professionals is we love a good navigation talk. So much so that we welcome Chris Brown from our partners at Kythera AI to deliver our third navigation talk of the programme. Last year we welcomed Bram Ridder from Kythera who delivered a fantastic session on the value in building your own navigation stick. This time around Chris will be going in a different but equally important direction: how do you get navigation to work on walls? After all, navigation meshes are built by default to work on the ground, and the ability to climb walls or wall run isn’t something that they’re built to handle. So what’s the solution? Well, join us in November to find out.



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来源:AI and Games · 游戏AI研究与实践 · aiandgames.com