~/talk

The Present & Future of AI and Games

links:none on file
slides:none on file

Historical game AI relies on behavior trees and navigation meshes for pathing while studios still reinvent bespoke solutions; modern shifts claim deep learning handles pattern recognition, animation controllers and player modeling. Forza’s Drivatar uses Bayesian learning and trains on microsoft azure servers since 2013, MotoGP 2019 ships a neural driver codenamed Anna, and Valve’s VACNet boosts cheat-detection accuracy to ~80% versus ~30% for raw player reports. AlphaStar-scale training costs tens of millions and most projects spend ~90% effort on preparing and training models.

AI-written summary · about

  1. 0:00Introduction
  2. 0:51About AI and Games
  3. 2:09What is AI
  4. 4:32AI in games
  5. 5:56Complex multidisciplinary process
  6. 7:03Building better bad guys
  7. 7:42Finite State Machines
  8. 8:46Behavior Trees
  9. 9:16GoalOriented Action Planning
  10. 10:21Hierarchical Task Network Planning
  11. 11:01The AI Problem
  12. 13:08Machine Learning
  13. 13:43How Machine Learning Works
  14. 15:18What is Deep Learning
  15. 16:44Deep Learning Tools
  16. 17:19Training
  17. 18:51Andrew Webb
  18. 19:52bayesian learning
  19. 21:31animation controllers
  20. 21:58motion matching
  21. 22:47lip syncing
  22. 23:15cheat detection
  23. 24:31candy crush
  24. 25:10other innovations
  25. 26:42conclusion
  26. 28:29outro
~/search
type to search 6,249 conferences, 138,987 speakers and 185,172 talks
~/help
cmdctrl k
search every conference, speaker and series
/
focus the filter search
h
home
c
conferences
s
speakers
e
series
t
light / dark — the status bar button does the same
?
this help
esc
close this, then clear every filter — or just the search, while you are typing in it

Ignored while you are typing. Pages without a filter rail have no search to focus.