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 2013


View larger image
 


QTY:

Off the Beaten Path: Non-Traditional Uses of AI
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC13-24051_1TTQSAC
Statistics
Description
Off the Beaten Path: Non-Traditional Uses of AI SPEAKER/S: Jeff Orkin (Independent), Ian Horswill (Northwestern University) and Leif Foged (Northwestern University) DAY / TIME / LOCATION: Tuesday 3:00- 4:00 Room 2004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: AI Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: In the game industry, AI is typically thought of as a collection of simple tools used to make characters "do things." This lecture will show three different ways that people have leveraged more esoteric AI techniques in manners not traditionally seen in games. Jeff Orkin (MIT Media Lab) will show how he used data-capture of players from his project, The Restaurant Game, and how data-capture can be used to generate not only actions, but procedural dialog as well. Ian Horswill and Leif Foged (Northwestern) will show how constraint-based procedural level design for roguelikes can generate content, yet still satisfy designers' needs and desires. Lastly, Stephane Bura (Storybricks) will discuss using AI techniques to contextually parse the player's actions, to give him or her more control over NPCs. All three sections promise to give attendees something new and different to ponder when they approach their own projects.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.