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How Experienced Devs Think Through Their AI

How Experienced Devs Think Through Their AI. Chris Jurney – Double Fine Brett Laming – Rockstar Leeds Brian Schwab – Blizzard Borut Pfeifer – Haunted Temple. Moderated by: Dave Mark – Intrinsic Algorithm. Chris Jurney – Double Fine. Relic Company of Heroes Dawn of War 2 Kaos

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How Experienced Devs Think Through Their AI

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  1. How Experienced DevsThink Through Their AI Chris Jurney – Double Fine Brett Laming – RockstarLeeds Brian Schwab – Blizzard Borut Pfeifer – Haunted Temple Moderated by: Dave Mark – Intrinsic Algorithm

  2. Chris Jurney – Double Fine • Relic • Company of Heroes • Dawn of War 2 • Kaos • Frontlines: Fuel of War • Double Fine • Brütal Legend • Something nifty that is being announced soon

  3. Borut Pfeifer – Haunted Temple • Radical • Scarface: The World is Yours • Sony Online Entertainment • Untold Legends: Dark Kingdom • EA-LA • Haunted Temple • Skulls of the Shogun

  4. Brian Schwab – Blizzard • Realtime Associates • Radical • Angel Studios • Dreamworks Interactive • Medal of Honor: Underground • The Collective • Sony Computer Entertainment • NBA 2002-2009 • Blizzard

  5. Brett Laming – Rockstar Leeds • Particle Systems • Independence War 2: Edge of Chaos • Argonout • Powerdrome • Criterion • Burnout: Revenge • Rockstar – Leeds • GTA: Vice City Stories • GTA: Chinatown Wars

  6. Say what? “Everything they describe could be implemented in a spreadsheet using only SUM and PRODUCT... I don't think this counts as AI.” So what doesgame AI really entail? What does a game AI programmer’s job entail?

  7. Where to begin? • Typical questions: • How do I… ? • What’s the best way… ? • What should I consider… ?

  8. Bold Proclamation A significant portion of game industry AI work has nothingto do with: • Architecture (e.g. FSM, BT, planners) • Algorithms (e.g. LOS, pathfinding) • Coding

  9. Disclaimer: Things not Covered • Caffeine (any form) • Pizza (any form) • Nerf toys (any form) • Hygiene (any form) • Social skills (any form)

  10. Quick Questions • What % of your time is spent actually working with codebase? • How far into the process would you actually start working on the codebase? • What tools do you useother than your IDE?

  11. More than Architecture “I’m making a [type of game]. Should I use [architecture] or [architecture]?” What things other than architectureshould you consider?

  12. Creating a Character “I have a [character type] in my game. How do I make it do [nifty things]?” What’s the thought process to answer this question?

  13. Difficulty with Difficulty Levels • FPS/RPG/RTS • Include multiple levels of difficulty • Can’t simply crank up the “bullet sponge” knob • Different areas of focus: • Strategic • Tactical • Individual

  14. Boss wants a Boss • They’re tall, taller than any other character you've done so far.  • Luckily it's outdoors, but they will be fighting across two circular arenas, surrounded by forest and linked by a short passage (just big enough for the boss).  • They have a mighty bow and arrow and can call many smaller minions at will (timed between bursts), in addition to performing a close range stomp.  • We would like to gear any attack pattern to match player's ability.  We want to be able to signal this clearly and allow a pattern that the player can learn to recognize. • At our disposal is a well connected animation graph, with a reasonable art team to label transitions with any relevant signals as well as a reasonable navigation system, which unfortunately doesn't lend itself towards dynamic avoidance.

  15. Questions? Questions on: • How to approach things… • How to think about stuff… • What does the job entail? (Please nothing on architecture.)

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