~/talk

The Journey of AI in Games: A Technical and Philosophical overview

Talkat SGJ 2024 Conference · on Saturday, 2024-04-20· [machine-learning, game-development]
links:none on file
slides:none on file

Argues that modern games still rely on rule-based systems and behavior trees rather than large neural models, demonstrates a live Unreal Engine 5.1 demo of two unscripted bots whose behavior tree branches (patrol, investigate, attack, retreat) work reliably, cites A and Minimax as proven tools and OpenAI Dota as an experimental win, warns that true LLM-driven NPCs hit limits — 400 GB VRAM vs 16 GB consoles*, network latency, nonsensical quests — and finds generative AI useful for concept art, story and prototyping but not yet for core gameplay.

AI-written summary · about

  1. 0:00AI in games introduction
  2. 3:17Misconceptions about AI
  3. 9:01Why advanced AI isn't used
  4. 10:08Rule-based systems in games
  5. 14:24Cheating AI in retro games
  6. 15:27Finite state machines in bots
  7. 20:07Behavior trees demo
  8. 29:56Why behavior trees dominate
  9. 35:00Advanced AI algorithms
  10. 39:24Neural networks for training
  11. 41:13Future of AI-driven NPCs
  12. 47:18AI tools for production
  13. 50:28Summary
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