~/talk

The Forgotten AI of Video Games

Talkat NDC Oslo 2025 · 2025-05-19..05-23· [ai-assisted-development]
slides:none on file

Survey of concrete game AI: shows classic, non-ML systems actually used, implemented in Unity for a commercial indie (The Third Tourist) and battle‑tested in titles like FEAR, RimWorld and Far Cry. Covers finite state machines for animation, behavior trees for modular decisions, A pathfinding and navmeshes for movement, then compares goal‑oriented action planning* (GOAP) — expensive and unpredictable — to HTNs, which replace GOAP in practice because they’re cheaper, more controllable and easier to debug. Performance, memory and ticking rates are measured and tuned.

AI-written summary · about

  1. 0:00Introduction
  2. 2:18What is AI in games
  3. 8:39History of symbolic AI
  4. 15:50Core NPC AI techniques
  5. 21:34Finite state machines
  6. 23:02Behavior trees
  7. 31:16Advanced decision making
  8. 36:57Nav mesh and pathfinding
  9. 43:00Goal oriented action planning
  10. 56:18Hierarchical task networks vs GOAP
  11. 1:00:59Complementary AI systems
  12. 1:04:06Why learn game AI
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