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AI at the GD Conference
Four Interesting Features
 
AI at the GD Conference

Since GDC fever upon us already, I decided to perouse around their site seeking what Artificial Intelligence features were presented this year. I was surprised in a good way; there are a grand total of four!

Behavior Representation Techniques for Computer Games
Michael van Lent and John Laird in a tutorial about basic AI techniques: finite state machines, Bayesian networks, decision trees, rule-based systems, neural networks, and planning. Each are discussed and analysed.

AI in Computer Games Roundtables and Interactive Discussion
Neil Kirby, Steven Woodcock and Eric Dybsand hold a beginner's round table on AI, where almost any question goes -- related to game AI of course ;)

AI in Strategy Games
Denis Papp runs an intermediate round-table discussing topics such as issues and challenges in developing AI for a strategy game, implementation of learning, and evaluating skill level.

Creating the Illusion of Intelligence: Where AI and Level Design Overlap in Halo’s AI
Jaime Griesemer and Chris Butcher in a lecture about this somewhat novel aspect of game design: integration with AI.

Those features only seem worth attending, let alone the others ;)

934 posts.
Thursday 07 March, 22:02
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AI Roundtables at GDC 2002

IMO, a correction is needed relative to your reporting of our AI roundtables at GDC 2002.

On the first day, Steve, Neil and myself will each host a general AI discussion session. These sessions offer the opportunity for those intermediate and expert game developers with an interest in AI in computer games to gather for an exchange of ideas and discussion of AI relevant issues. The discussion level typically is technical and a sound knowledge of computer game AI issues is handy for all attendees.

On the second day, we host genre specific computer game AI roundtables. Steve hosts "AI in RTS/Wargames", while Neil moderates "AI in First Person Games", and I host "AI in RPG and
Adventure Games". These roundtables offer the opportunity for those intermediate to expert game developers within specific genres to gather for an exchange of topical AI related ideas and discussion.

On the last day of the conference, the three of us will merge our sessions into an "AI for Beginners Discussion Panel" which offers the conference attendee new to AI in computer games, the opportunity to pose questions and listen/participate in discussion on AI topics that are introductory in nature to AI in computer games.

So, you see, characterizing all of our roundtables as just for beginners is a bit misleading. I hope this helps to clarify.

Thanks,

Eric Dybsand

1 posts.
Saturday 09 March, 18:47
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Misunderstanding

Oh well, I guess I have to make a distinction between accessible and 'beginner' ;)

Sorry for the trouble!
Alex

934 posts.
Sunday 10 March, 13:04
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