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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

AI Summit: 'Little Learning Machines' Postmortem: A Game About Training Neural Networks

Dante Camarena  (Technical Director, Transitional Forms Inc)

Nick Counter  (Art Director, Transitional Forms Inc)

Location: Room 2002, West Hall

Date: Monday, March 18

Time: 5:30 pm - 6:30 pm

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: Video

Audience Level: All

Recent developments in Reinforcement Learning (RL) have resulted in near-human ability in competitive games such as Go, StarCraft and Dota 2, at the cost of significant computing power. An often under-looked element of training RL is the satisfaction that researchers and enthusiasts gain while watching their agents evolve and learn.

In this talk, Co-Directors Nick Counter and Dante Camarena present the work done in constructing Little Learning Machines, a game designed to bring the experience of training your own AI to players of any skill level. They show how careful game design and tricky engineering can help create a game that makes training accessible to people without technical knowledge or expensive computers. This presentation is intended to inspire developers to push this idea further.

Takeaway

Attendees to this talk will learn about a case study in Real-Time, player-driven RL in games, something seen rarely in published games. They will hear the case for why RL is a fun mechanic and how to design a game to accommodate it. All while learning essential engineering tricks necessary to incorporate real-time RL into their games.

Intended Audience

This talk is useful any game designers and programmers who wish to see character behaviour develop at runtime. It is also valuable to those who are interested in seeing implementations of AI and RL in games.



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