The Journey of AI in Games: A Technical and Philosophical overview
summary
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.
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chapters (13)
- 0:00AI in games introduction
- 3:17Misconceptions about AI
- 9:01Why advanced AI isn't used
- 10:08Rule-based systems in games
- 14:24Cheating AI in retro games
- 15:27Finite state machines in bots
- 20:07Behavior trees demo
- 29:56Why behavior trees dominate
- 35:00Advanced AI algorithms
- 39:24Neural networks for training
- 41:13Future of AI-driven NPCs
- 47:18AI tools for production
- 50:28Summary
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