~/talk

Mind your NPCs and Q’s: what’s next for Game AI?

Talkat Develop:Brighton 2021 · 2021-10-26..10-28· [machine-learning]
links:none on file
slides:none on file

Overview of concrete work and demos not platitudes: middleware Kythera is presented with live features — ORCA+ for dynamic avoidance, runtime nav links and auto cover generation, an “interesting path” system used in Wilson Lords of Mayhem, and a city-scale simulator that spawns pedestrians and vehicles. Discussion covers algorithmic details (A*, Jump Point Search, Anya, hierarchical pathfinding, context steering), spatial query and influence maps, modular behavior pipelines, and speculative uses of ML and GPT-3 style synthesis for dialogue and procedural quests.

AI-written summary · about

  1. 0:00Game AI introduction
  2. 4:54Defining game AI and its role
  3. 7:03Pathfinding in games
  4. 11:15Steering algorithms
  5. 14:24Motion and animation
  6. 16:53Creating interesting paths for NPCs
  7. 17:35Dynamic avoidance
  8. 18:19Spatial reasoning
  9. 20:27Spatial queries
  10. 23:59AI decision-making
  11. 25:44Future decision systems
  12. 27:10ML and authorial control
  13. 27:52Meta AI level gen
  14. 29:37AI directors
  15. 30:40Companion AI
  16. 33:51Living world challenges
  17. 36:40World building
  18. 37:45AI embodiment
  19. 38:46Shared AI libraries
  20. 40:30ML in game AI
  21. 41:12Future game AI trends
  22. 42:34Intelligent game worlds
  23. 44:24Call to action
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