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GDC academic summit / connecting to game developer problems

I guess you already intend to visit the Academic Summit on the upcoming GDC (first week of March, San Jose, Ca.). Otherwise, you definitely should consider attending:
http://www.gdconf.com/conference/academicsummit.htm

Please note that your statement:
"We believe that applied A.I. (the way WE look at it) could be a highly powerful (and refreshing) component to game developing. We also have some concrete and realistic ideas on how our knowledge could be implemented in this field (specially AI-Life: morphogenetic design / evolutionary algorithms):"

is a nice example of "technology push".

You will have a hard time convincing game developers, unless you are first able to:
- identify the top 3 "ai related" problems a game developer today has;
- how your technology tackles one of these problems without causing big problems for other parts of the game code, content, content pipe line, play balancing, planning, and training.

Doug Church does an excellent job at illustrating the role of AI in game development:
http://ai.eecs.umich.edu/people/laird/game-seminar/Doug-Church.ppt

William

19 posts.
Thursday 16 January, 05:27
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top 3 "AI related" problems

Hey William, thank you for your reply, it's very much appreciated! I've
been looking into that Academic Summit Website you mentioned, very
interesting. Unfortunately though, it's very soon so our institute won't be able to make it.
Now concerning your message, I'm not quite sure I understand what you
mean by: "identify the top 3 'ai related' problems a game developer
today has". Could you be more a little more specific? We are aware that
implementing A.I. into a game is not a trivial thing, but there are
different categories like for example the structure of a crowd (i.e. at
a soccer stadium), flocking behaviour on creatures, intelligent
behaviour of bots, evolving creatures or even the fluent design of
environment/background.

We are interested in creating holistic creatures mainly. Agents that
move in a very realistic way, depending on the physical laws of the
environment of interest. One example of approach: We achieve this by
giving it a task (swim, fly, push, run,...) and physical laws and
evolving them for many generations. In addition, we take the evolved
"exoskeleton", then use a special program to make them move smoothly and realistic (the texture will also be evolved generatevely). A creature foundry, if you will. We soon will have our website up and I'd be very happy to update you on our project.

Best,

Rafael

2 posts.
Monday 27 January, 06:52
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