~/talk

Embarrassing Mistakes: a short story about AI

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Uses behavior trees (Behavior3) to run up to ~800 agents making thousands of decisions per minute and producing gigabytes of debug data, which exposes concrete failures: camera control split between C++ and AI causes the view to stay disabled; merged player‑controller and AI lets NPCs ignore player orders; leftover child branch makes children ask for cigarettes; automatons enter inappropriate jobs. Builds in‑game visual error indicators, enforces three verifications—designer checklist, reproducible test cases, long‑run external playtests—and recommends separate player controller and limit AI to decision logic only.

AI-written summary · about

  1. 0:00Embarrassing AI mistakes
  2. 1:04Serious games AI challenges
  3. 8:28Funny mistakes break immersion
  4. 11:41Camera control in behavior trees
  5. 15:18Player controller merged with AI
  6. 19:00Smoking children problem
  7. 21:31Frostpunk’s winter decisions
  8. 24:31Frostpunk controversy
  9. 25:59Automatons as prostitutes
  10. 28:50Debugging AI visually
  11. 33:12Adapting AI to new maps
  12. 35:21Key lessons from mistakes
  13. 37:31Q&A
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