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Social Processes in Games

ZDNet UK has an article about another GDC Europe talk staring Richard Evans, the man behind the AI code in Black & White -- The Future of Artificial Intelligence: The Borg? His current research involves social processes, both competitive ones and cooperative ones. Essentially, each agent is told by an external process what is generally accepted/required in social situations. The creatures can then make informed decisions about when to stop a conversation, knowing the negative consequences of doing so.

To date, multi-agent systems have not really been tackled successfully within computer games. Some valiant attempts at scripting interactions have proven extremely convincing in specific situations, but little beyond that. While still not genuine, these efforts from Lionhead seem to remove the need for hard-coding such behaviours into the agents.

79 posts.
Tuesday 03 September, 15:04
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GDC 2002: Social Activities: Implementing Wittgenstein

If you'd like to know more about the social processes being developed at Lionhead you can read the text to Richard Evans' talk at GDC (in America) on the Gamasutra website.

GDC 2002: Social Activities: Implementing Wittgenstein

My guess is that the talk he gave at GDCE would have been much the same although it sounds like he has made some significant progress in the intervening months.

-RoB-

47 posts.
Thursday 05 September, 14:15
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