Just-In-Time Scaling of Cloud Based Video Games using Machine Learning

Ubisoft’s cloud-based video game ecosystems experience the workload up to 5+ millions players in a typical week. Workloads on game servers are of different scales, ranging from tens of clients per game server to thousands of clients for traditional workloads. To guarantee game player user experience, a pool of servers is launched to react to […]

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Attribute-Driven Automatic Generation of Realistic Face Textures

When creating a video game, every digital character must be created by professional artists. Their work is very labor intensive because the number of created characters are in the thousands, each of which has multiple visual components that must be created for each one. “Scanning” real actors to create a digital version of themselves can […]

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RLCapture: A deep reinforcement learning based control strategy forswitching between motion capture inspired controllers.

Making robots walk and balance as well as humans is extremely difficult. New techniques involving machine learning have shown promise in getting robots to mimic the movements of humans recorded using motion capture technology widely used for videogames and movies. While these techniques show promise, they are still in development, and have difficulty switching between […]

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LAFORGE: Log Analytics For Operational Intelligence

The goal of this project is to explore the use of log analytics and machine/deep learning techniques to improve Ubisoft operational intelligence. Logs contain a wealth of information, but often hindered by the lack of best practices, tools, and processes. Despite the importance of logging, the area has not evolved much over the years. At […]

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Brown Builds: Optimizing Build Performance and Comprehension

Modern software organizations use continuous integration (CI) practices to build and test their products after each code change in order to detect quality issues as soon as possible. Unfortunately, the number of builds scales super-linearly with the number of hardware and feature configurations that should be supported. In order to avoid running out of build […]

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