Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2010


View larger image
 


QTY:

Behavior Trees: Three Ways of Cultivating Strong AI
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC10-10413
Statistics
Description
Behavior Trees: Three Ways of Cultivating Strong AI
Speaker: David Hernandez Cerpa (LucasArts), Alex Champandard (Editor in Chief & Technical Director, AiGameDev.com), Michael Dawe (Programmer, Big Huge Games)
Date/Time: Tuesday (March 9, 2010) 11:15am 12:15pm
Location (room): Room 310, South Hall
Experience Level: Intermediate
Summit: AI Summit
Format: 60-minute Lecture

Session Description
Over the last few years, various forms of behavior trees (BTs) have become the standard in industry. Since flexibility and customization are arguably the main strengths of BTs, they can be implemented in many ways. This set of short presentations will show how other developers are using them in practice. The presenters will show what developers can do to make behavior trees more designer friendly and easier to interact with via script. The session also shows implementation techniques to help keep AI code decoupled from the game logic and improve performance.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.