Edition was published in 2947, and contains a foreword by Master Professor T.ai, Dean of Xenolinguistics at the Xi'an Imperial Academy, Anóna. The Diplomatic
928 bytes (97 words) - 13:43, 4 December 2022
great thing about AI is, we can make AI of all levels, so no matter what even if you're a crappy dogfighter you can still take down some AI pirates and feel
6 KB (1,010 words) - 12:34, 29 December 2023
NPC throwables The ability for AI NPCs to use throwables, like grenades. In development. TBA NPC driving The ability for AI NPCs to enter and drive ground
28 KB (219 words) - 21:31, 19 November 2023
Initial release of the foundation Artificial Intelligence system. Controls AI NPCs, missions, dynamic content, and conversational logic. Implementation
33 KB (3,559 words) - 02:30, 21 April 2024
Part Three 2013-04-18 Galactic Guide - Anvil Aerospace 2013-04-23 Showdown - AI Pilots 2013-04-23 Writer's Guide - Part Four 2013-04-25 New United - Will
2 KB (208 words) - 18:29, 14 April 2023
2038 Roberts Space Industries founded by Chris Roberts. 2044 "Lemming Car" AI incident occurs in Tokyo. 2075 May 3rd - Dr. Scott Childress and his team
87 KB (1,638 words) - 15:41, 12 March 2024
ramifications of AI-piloted craft; in the past, pilots are partially liable for damage; now would it be solely the Corp or would the AI programming also
8 KB (1,343 words) - 05:34, 19 March 2020
wheedle the truth out of the government that maybe, possibly (sarcasm mine) the AI in the terraforming project had been at the heart of the Mars catastrophe
5 KB (813 words) - 01:08, 4 April 2023
month to attend the Game/AI Conference in Vienna. This was a great opportunity to talk with other AI developers and learn about the AI technology being developed
29 KB (5,005 words) - 02:15, 24 September 2023
code team on getting AI functionality looking and feeling good. There has been progress made on player combat signals as well as AI reactions to danger
37 KB (6,054 words) - 00:37, 28 April 2024
the AI makes you very aware of your recklessness! For character AI, we’ve been adding several new flowgraph nodes for designers to use to control AI and
50 KB (8,612 words) - 01:08, 29 June 2023
with just how far the AI has progressed over the last year. We’ve now got a pretty good foundation for authoring interesting AI and we’re excited about
51 KB (8,743 words) - 20:20, 27 April 2024
doing some work to make sure the AI behaves well in a multiplayer environment, but overall we were very pleased that the AI handled the transition quite smoothly
27 KB (4,570 words) - 22:01, 27 April 2024
optimization. We were hard at work on our AI this month focusing on AI weapons targeting, AI module compatibility and general AI behavior for larger ships. Turrets
75 KB (13,074 words) - 19:26, 5 March 2024
they want the AI to do at certain times, but the rest of the time can rely on the AI to be smart and sensible. We’ve all played games where AI do crazy things
49 KB (8,205 words) - 21:31, 27 April 2024
this month as we did significant work improving AI across all major areas: dogfighting AI, FPS combat AI, and persistent universe NPC activities. As the
50 KB (8,650 words) - 20:17, 10 April 2024
basic routines for AI NPCs. After CitizenCon we moved our focus on mainly two areas: FPS AI and multicrew ships controlled by AI. FPS AI – First of all we
63 KB (10,930 words) - 11:52, 18 April 2024
Ongoing PCAP to AI animation R&D was done by Jason Cole and Ivo Herzeg, as well as the AI team and designers, with the goal of making Look IK and AI locomotion
34 KB (5,297 words) - 18:02, 27 February 2024
opportunities for players to chase AI through interesting and exciting paths. We’ve added them to AI retreat behaviors so that when an AI ship wants to break away
70 KB (12,196 words) - 18:05, 27 February 2024
we’ve hinted at in a pair of Dispatches (here and here), there aren’t really AI in Star Citizen that will fly your ship (Janus is an exception). While you
14 KB (1,954 words) - 19:04, 13 April 2024
amazing programmers working on our AI tool sets. They have been working feverishly to create some of the most stunning AI tools out there, all in order to
46 KB (7,930 words) - 19:22, 5 March 2024
adding more control for AI ships during scripted sequences. Normally when we give an AI ship a spline path to follow, we make the AI manipulate the ship thrusters
55 KB (9,502 words) - 02:32, 21 April 2024
to allow AI to interact with them, and to define what those objects do. It is a powerful system that forms one of the cornerstones for making AI in the persistent
55 KB (9,581 words) - 22:00, 27 April 2024
mission giver, Miles Eckhart, and got AI working properly in our new Container system with proper physics and local AI navigation meshes using our Subsumption
29 KB (4,710 words) - 02:03, 1 June 2023
started work on the AI Crew Skills & Stats system which governs how good an AI is at doing a specific job and how players can improve their AI Crew at fulfilling
44 KB (7,348 words) - 19:23, 5 March 2024
stasis couches (known as ‘boots’), terraforming equipment and supplies, and an AI Core at the helm. Maximum capacity: Five thousand. A call went out for volunteers
7 KB (1,069 words) - 05:16, 19 March 2020
like take-off and landing sequences. This also applies to AI control, so they’ll be providing the AI developers with a set of tools for controlling the ships
46 KB (7,408 words) - 19:28, 5 March 2024
refactoring our usable system to allow both AI and players to make use of the same objects at the same time (such as AI and player sitting at the same table,
40 KB (6,699 words) - 20:21, 27 April 2024
improving performance. AI Programmer Chad Zamzow has completed an AI module that allows players to fill empty seats in Multi-Crew ships with AI players during
78 KB (13,338 words) - 21:30, 27 April 2024
speed and inertia for the player. The second sprint was to vastly improve AI path following, so NPC characters are able to traverse close spaces and blend
35 KB (5,787 words) - 02:32, 21 April 2024
ironing those out with the help of Sean Tracy. We’re looking ahead to our NPC AI release, and Vanessa Landeros and David Peng are implementing Medical Unit
64 KB (10,980 words) - 21:26, 27 April 2024
check if the AI spawn in correctly. A ship will also fire shots at the spawned AI to verify weapon damage is being taken and that the AI dies correctly
67 KB (11,551 words) - 20:19, 27 April 2024
testing to ensure we get the best of the available talent pool. The work on AI and AI-building tools continues and it looks like as soon as the new character
83 KB (14,224 words) - 21:59, 27 April 2024
Los Angeles to prepare for the new year. There’s still one more to go, an AI summit in Frankfurt happening next week, but we’re ready to take on 2016!
66 KB (11,458 words) - 17:47, 27 February 2024
exclusively earnable Vanduul Helmet. Take out fifty unique player kills (not AI) while piloting the Vanduul Glaive OR Aegis Gladius (valiant/pirate count
77 KB (1,166 words) - 00:34, 23 April 2024
maneuvers or fly really close to obstacles that the AI would otherwise keep a distance from), and the AI will figure out an optimal path to get on to the
71 KB (12,145 words) - 19:25, 5 March 2024
appearing in certain ships soon. While the AI devs over in the UK have nowadays mostly been working on character-based AI for Squadron 42 and the Persistent Universe
63 KB (10,901 words) - 20:19, 10 April 2024
programming team. The AI cover behaviors are currently going through a first pass by Spencer, and we are providing a base set for the AI programming team which
56 KB (9,601 words) - 18:02, 27 February 2024
parties the higher your wanted level goes up. Whilst you’re in the safe zone AI will spawn in and try and take you down. To make it more interesting if you
69 KB (11,763 words) - 21:59, 27 April 2024
levels really starting to come alive there. Battle-chatter – working with the AI guys to start getting the battle-chatter dialogue systems up and running properly
68 KB (11,923 words) - 20:23, 27 April 2024
work has been going into the Vanduul AI, balancing the new flight model with the new vehicle (Fighter) setup and AI. This is quite a process as we have
22 KB (3,808 words) - 00:40, 23 April 2024
statistics to balance the enemy waves and the coop AI pilots performance. A lot of effort has gone into setting up AI profiles for the Vanduul named pilots, making
25 KB (4,004 words) - 05:30, 19 March 2020
Title Published Showdown - AI Pilots 2013-04-23 ShowDown! "Atlas Falls" 2013-06-18 Showdown - Terrell Speaks
5 KB (757 words) - 20:58, 19 February 2021
gameplay feedback – our plan is to have Vanduul Swarm (single player against AI) available to everyone from the start, and then give people access to the
13 KB (2,278 words) - 06:11, 25 May 2023
prep full force for May and whatever challenges it may bring. This month the AI team has been mostly focusing on making progress on the development of Subsumption
76 KB (12,754 words) - 02:34, 21 April 2024
the AI system for both combat and interstitials into one system called “Subsumption” that will systemically deal with a huge variety of different AI states
68 KB (11,825 words) - 20:21, 10 April 2024
original copy of the Janus AI, I even managed to —” “Whoa, slow down.” Tonya slid beside him on the bench. “You found a copy of the AI program?” “Janus? Yes
8 KB (1,459 words) - 05:37, 19 March 2020
while making sure that AI in the rest of the project is able to move forwards. On that note, we’ve resumed work on getting dogfighting AI running on the server
26 KB (4,208 words) - 10:41, 10 August 2023
Title Published Showdown - AI Pilots 2013-04-23 ShowDown! "Atlas Falls" 2013-06-18 Showdown - Terrell Speaks
5 KB (803 words) - 05:34, 19 March 2020
Title Published Showdown - AI Pilots 2013-04-23 ShowDown! "Atlas Falls" 2013-06-18 Showdown - Terrell Speaks
5 KB (774 words) - 05:34, 19 March 2020