Building robust logic for software programs is already a challenge in itself, and we've been doing that for over half a century. When it comes to building robust character behaviors, there are additional challenges in making the results believable and life-like. However, game developers have become more and more comfortable with the process over the past few years!
This panel at the Paris Game/AI Conference 2010 brought together AI programmers who worked on a wide variety of different sandbox-style games, ranging from stealth-based shooters like the HITMAN series, real-time strategy games such as the TOTAL WAR franchise, and games that focus on interaction with the player such as WORLD OF ZOO. Regardless of the genre, you'll discover that there are common techniques and practices that are useful to manage the development and production of robust AI.
The files used during the presentation are available here:Building Virtual Toys that Don’t Break: Recipes for Robust AI in Sandbox Games Format: Mp4 Building Virtual Toys that Don’t Break: Recipes for Robust AI in Sandbox Games Format: MOV (QuickTime) Building Virtual Toys that Don’t Break: Recipes for Robust AI in Sandbox Games Format: MP3
Bruce Blumberg is a world-renounced researcher in the field of interactive characters, and worked on the animal behaviors in WORLD OF ZOO.
Frederic de Caster was the campaign AI programmer at the Creative Assembly on EMPIRE: TOTAL WAR.
Ulf Johansen was the Lead AI programmer on HITMAN 4: BLOOD MONEY, and is currently working on its highly anticipated sequel, HITMAN 5: ABSOLUTION.