Just One AI to rule them all
Unification of all AI systems in VBS within 16 months (out of 24 estimated ones) while maintaining use-case defined parity.
Product maker, Games & Sims & AI dev, Leader of people
Product maker, Games & Sims & AI dev, Leader of people
Unification of all AI systems in VBS within 16 months (out of 24 estimated ones) while maintaining use-case defined parity.
AI Controlled soldiers can finally walk, hide or …get stuck in snow. 🙂
Prototype inspired by war in Ukraine use-cases. Drones giving unprecedented intel advantage to infantry which is advancing against the entrenched force. Is AI mature enough to be a role-player in such training or mission rehearsal? Answer is yes, we are…
Battalion VS Brigade battle simulated on 6 PCs showing the scalability of the VBS4 and also maturity of the platoon level behaviors driving the decision making of all entities.
First run of the summer semester AI labs course. Behavior trees, robots and easy to craft AI using toolkit developed by students
Set of Civilian Pattern of Life and Military behaviors supporting various use-cases.
Tree-market [TBD proper date + screen + desc]
2016-2019: Together with team of developers designing and delivering multiple consecutive projects for the French customer focused on the soft targets protection, resulting in base-lining Civilian Pattern of Life modules for any users of VBS.
The behavior tree editor project developed by team of MFF UK Students as their Software project. Later I use the tool for teaching Human Like Artificial Agents course.
2014-2018: As part of the preparation for the Steam releases of NOTA, Steam Spring 1944 and other projects, we learned that the small community of the mulitplayer game needs always someone to play with. We are not robots to be…