GameDB AI label
AI in 3 of 8 areas · runs while you play- LiveIn-game AIPartial
- CodeAssist
- ArtNot used
- Music & SFXNot used
- VoiceNot stated
- WritingNot used
- TranslationNot stated
- MarketingPartial
In-game opponents use traditional game AI techniques and trained reinforcement-learning models to control their behavior, without generating text, images or audio.
While you play: Opponent behaviorSome non-gameplay marketing images and video elements used AI image generation as a starting point, then were edited and selected by hand.
AI coding tools assisted with modernization code, including build system updates, a networking rewrite and platform ports; the developer reviewed and integrated it.
- Not used, per the developer
- ArtMusic & SFXWriting
- Not mentioned
- VoiceTranslation
Read the full disclosureQuoted from the Steam store page
WinBolo's core engine and gameplay code was originally written by John Morrison between 1998 and 2008. The 2.0 modernization — including build system updates, the networking rewrite and platform ports — was developed with assistance from AI coding tools, with all architectural decisions, code review, and final integration handled by John Morrison.
Some non-gameplay marketing materials — including images and video elements used in trailers, social media, and the store page — were created using AI image generation as a starting point, with composition, editing, effects, and final selection done by hand. Gameplay screenshots and video footage are unedited captures from the actual game.
The game itself contains no generative AI content at runtime. Player-facing in-game assets (graphics, sound, music, text, UI) are human-created. The in-game AI opponents ("Brains," including NewAutopilot and future ML-trained agents) use traditional game AI techniques and trained reinforcement-learning models — they don't generate text, images, or audio during play.


WinBolo



