GDC AI Summit: Turing Tantrums – AI Devs Rant!


Once again, the traditional AI rant session will be a part of the GDC AI Summit. The rants have historically been one of the highest-rated sessions in the Summit and we expect this year to be no exception!

From the GDC site description:

Sometimes things just need to be said. Saying them out loud in a room filled with (hopefully) like-minded people just makes it all the more interesting and cathartic. Seven AI developers – and one AI evangelist designer – from all corners of the industry will deliver quick, to-the-point, and often humorous, rants about what’s on their mind regarding game AI.

This year’s rants will feature Dave Mark (Intrinsic Algorithm), Michael Dawe (Big Huge/38 Studios), Kevin Dill (Lockheed Martin), Brian Schwab (Blizzard), David “Rez” Graham (EA/Maxis), Neil Kirby (Alcatel Lucent), Stéphane Bura (Storybricks), and Mike Treanor (UCSC).


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GDC AI Summit: Existential Crisis – Do We Really Need AI?


In the 2011 AI Summit, we featured a panel of experienced AI developers discussing some of the non-technical issues that AI developers face. This year, the Summit will have a similarly non-technical panel discussing the “how”, “when”, and “why” of game AI rather than simply the “what”.

This 25-minute panel features four familiar AI veterans Chris Jurney (Double Fine), Dan Kline(Maxis), Kevin Dill (Lockheed Martin), and Rez Graham (EA: Sims Division) and will be moderated by Summit co-adviser, Steve Rabin (Nintendo of America).

From the GDC site description:

It’s easy for AI programmers to look at games and say, “I would have added this” or “they should have fixed that”. However, simply asserting that a game could have had better AI only addresses one issue. There are always other factors to consider. How much would it have cost? What were the schedule pressures? And frankly, where does AI fit in the overall vision for the game? Are there even some games that *gasp* don’t need better AI? This panel will explore these questions and provide some perspective into where AI fits in this vast universe of game development.

David “Rez” Graham, Software Engineer III, Electronic Arts (Sims Division)

Rez is an Artificial Intelligence programmer at Electronic Arts working on The Sims team where he most recently worked on The Sims Medieval and the Pirates & Nobles expansion.  He has worked in the games industry for over 6 years spending most of that time working on various kinds of AI, from platformer enemy AI to full simulation games.  He is the co-author of “Game Coding Complete, 4th Edition” and regularly speaks to colleges and high schools about working in the games industry.

Daniel Kline, Software Engineer, Maxis

Daniel Kline has been an AI and Game Programmer and Designer since 2001. He has shipped 5 titles and developed 10 titles, working with companies such as Activision, Electronic Arts, Blizzard, LucasArts, SquareSoft, and Midway. He was Head AI and Gameplay Engineer on Star Wars: Force Unleashed, AI programmer on Diablo 3, and the engineer and designer of the first two levels of Call of Duty: Finest Hour. He has spent over 5 years doing Interactive Storytelling research, design, programming, and pre-production for 3 different companies and AAA blockbuster titles. He is currently finishing Darkspore at Maxis.

Kevin Dill, Staff Software Engineer, Lockheed Martin Global Training & Logistics

Kevin Dill is a staff software engineer at the Lockheed Martin Advanced Simulation Center. He is a recognized expert on Game AI and a veteran of the game industry, with seven published titles under his belt. He was the technical editor for Introduction to Game AI and Behavioral Mathematics for Game AI, and a section editor for AI Game Programming Wisdom 4. He has taught classes on game development and game AI at Harvard University, Boston University, and Worcester Polytechnic Institute.

Chris Jurney, Lead Programmer, Double Fine Productions

Chris Jurney is a rock and roll experimental lead programmer at Double Fine Productions, with 12 years experience in games and simulation. He has shipped numerous titles in the games industry including Company of Heroes, Dawn of War 2, and Iron Brigade. Chris frequently speaks on the topic of game AI, having presented at GDC 5 times as well as at GDC China, Columbia University, the University of Pennsylvania, aigamedev.com, and various IGDA chapters. He has also written articles published in AI Game Programming Wisdom and frequently modifies his behaviors and routes to avoid the enemy psychics of Galactic Rear Admiral Thoothius Branx.

Steve Rabin, Principal Software Engineer, Nintendo of America

Steve is a principal software engineer at Nintendo of America, where he researches new techniques for Nintendo’s next generation systems, develops tools, and supports Nintendo developers. Before Nintendo, Steve worked primarily as an AI engineer at several Seattle start-ups including Gas Powered Games, WizBang Software Productions, and Surreal Software. He managed and edited the AI Game Programming Wisdom series of books, the book Introduction to Game Development, and has over a dozen articles published in the Game Programming Gems series. He’s spoken at the Game Developers Conference, moderated the AI roundtables, and founded the AI Game Programmers Guild. Steve teaches game AI at both the University of Washington Extension and at the DigiPen Institute of Technology. He earned a BS in computer engineering and an MS in computer science, both from the University of Washington.

 


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GDC AI Summit: Situational Awareness – Terrain Reasoning for Tactical Shooter AI


It has been pointed out over recent years that so much of AI decision-making is dependent on the information that the AI has available to reason with. This is especially true with regards to spatial awareness. This year, Nick Bamford (Slant Six Games) shows some of the ways that this was addressed in Resident Evil: Operation Raccoon City.

From the GDC site description:

Decision-making in game agents can only be as good as the underlying data used to make those decisions. If the knowledge of the situation is incomplete or erroneous, behavior may look inconsistent or even illogical. In tactical shooters, much of the information that an agent needs involves the terrain and its features.  However, processing information about the battlefield can be a difficult and time-consuming process. By showing examples from the upcoming Resident Evil: Operation Raccoon City, this lecture will show how tactical behavior can be improved by better modeling an agent’s understanding of the combat space.

Nick Bamford, Resident AI Expert, Slant Six Games

Nick is a career-long AI engineer with 15 years of industry experience on a multitude of titles of almost every genre possible. He has been impassioned with AI since the 16-bit generations where he did early stand-out work on the use of genetic algorithms in the sports AI of Gremlin Interactive, and flock dynamics on Core Design’s Herdy Gerdy, through to recent work on the first western developed Resident Evil title, Resident Evil: Operation Raccoon City. He graduated with a B.Sc from Nottingham University with post graduate work in group dynamics. He is currently residing in beautiful British Columbia, working as an AI domain expert at Slant Six Games on the Resident Evil franchise and the companies ‘Hexane’ game engine.


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GDC AI Summit: Managing the Masses – Crafting AI for Online Games


This year’s AI Summit takes a look at online games and some of the special challenges that crafting AI for them entails. Two developers — one from the realm of social games and the other from the world of traditional MMOs — share their experiences and solutions.

From the GDC description:

Recently, MMOs and social games have begun pushing the envelope by adding rich AI agents to fill out their human-driven worlds. This movement exposed a new set of challenges. How do you create and manage thousands of simultaneous MMO agents that may interact with tens of thousands of users? And how do you do it in a manner that allows the fast-paced and often iterative release schedule of today’s online games? This lecture will outline the challenges unique to architecting AI for online games, and explain some of the solutions used by Zynga’s CityVille and ArenaNet’s upcoming Guild Wars 2.

Mike Lewis – Senior Server Programmer, ArenaNet Inc.

Mike has spent over a decade in the game development industry as a programmer, working on a diverse range of technical challenges, most often with an AI theme. He has shipped AI in three successful titles for Egosoft GmbH, and is currently a server architecture engineer working on ArenaNet’s upcoming MMORPG, Guild Wars 2. Mike has previously lectured at the GDC AI Summit, and volunteers as a forum moderator for one of the web’s largest game development communities.

Rob Zubek – Principal Software Engineer, Zynga

Dr. Robert Zubek is a principal software engineer at Zynga in San Francisco, developing games for social networks, where he forged new games such as CityVille and Roller Coaster Kingdom. Prior to Zynga, he was at Three Rings Design, and Electronic Arts / Maxis; even earlier, he did research in artificial intelligence and robotics. He holds a PhD in computer science from Northwestern University, where he also earned his other CS degrees.


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GDC AI Summit: Embracing the Dark Art of Mathematical Modeling in AI


In 2010, Kevin Dill and Dave Mark delivered a lecture on using utility theory in game AI. In this year’s session, “Embracing the Dark Art of Mathematical Modeling in AI” Kevin and Dave dig deeper into the nuts and bolts of how to use those concepts.

From the GDC session description:

Utility-based AI is a widely-used approach, particularly for games with deeper or more complex behavior. While new users may find utility functions complex and intimidating, experienced users see them as a natural and comfortable way to express behavior. In a follow-up of their 2010 lecture, Kevin Dill and Dave Mark will show how simple problems can be laid out quickly and easily using common design patterns. Additionally, they will show how complex situations can make use of utility functions to express more nuanced behavior. They will then walk through real-world examples, showing how they would be expressed in a utility-based architecture.

Kevin Dill - Staff Software Engineer, Lockheed Martin Global Training & Logistics

Kevin Dill is a staff software engineer at the Lockheed Martin Advanced Simulation Center. He is a recognized expert on Game AI and a veteran of the game industry, with seven published titles under his belt. He was the technical editor for Introduction to Game AI and “Behavioral Mathematics for Game AI“, and a section editor for AI Game Programming Wisdom 4. He has taught classes on game development and game AI at Harvard University, Boston University, and Worcester Polytechnic Institute.

Dave Mark – President & Lead Designer, Intrinsic Algorithm

Dave is the President and Lead Designer of Intrinsic Algorithm, an independent game development studio and AI consulting company in Omaha, Nebraska. He is the author of the book “Behavioral Mathematics for Game AI” and is a contributor to the “AI Game Programming Wisdom” and “Game Programming Gems” book series from Charles River Media. Dave is also a founding member of the AI Game Programmers Guild and has spoken at numerous conferences including being a co-advisor for the previous AI Summits at GDC. He continues to further his education by attending the University of Life. He has no plans to graduate any time soon.

 


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GDC AI Summit: Less A, More I – Using Psychology in Game AI


The 2011 AI Summit had Dave Mark and Brian Schwab teaming up for the highest rated lecture of year, “Using Randomness in AI: Both Sides of the Coin”. This year, Dave and Brian return with another joint lecture — this time on the application of human psychology to the craft of creating AI for game characters.

From the GDC description:

When dealing with game AI characters, psychology can’t help but come into play. Players process what they see and experience through a filter of expectations. We expect human-like game characters to exhibit human-like traits. A by-product of the quest to improve AI decisions, however, is that characters can begin to “feel” robotic and sterile. This session will begin by showing various psychological biases that we as game players bring to the experience. We will then show how characters can be imbued with simple affects to exploit these expectations in order to seem more “alive” and believable.

Brian Schwab – Senior AI/Gameplay Engineer II, Blizzard Entertainment

Brian, during his 18 years of industry captivity, has made AI systems for many disparate products including educational titles, war simulations, sports games, and everything in between. At last count, he has fixed just over 14,600 bugs so far. He has led teams of 2-15 people, done a ton of design work in addition to his coding, and also wrote the book AI Game Engine Programming, now in its second edition. He was also AI section editor for Game Programming Gems 6 & 7, and has served on the planning council for the AIIDE conference for a while now. He’s currently working at Blizzard Entertainment on an unannounced title.

Dave Mark – President & Lead Designer, Intrinsic Algorithm

Dave is the President and Lead Designer of Intrinsic Algorithm, an independent game development studio and AI consulting company in Omaha, Nebraska. He is the author of the book “Behavioral Mathematics for Game AI” and is a contributor to the “AI Game Programming Wisdom” and “Game Programming Gems” book series from Charles River Media. Dave is also a founding member of the AI Game Programmers Guild and has spoken at numerous conferences including being a co-advisor for the previous AI Summits at GDC. He continues to further his education by attending the University of Life. He has no plans to graduate any time soon.

 


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GDC AI Summit: Off the Beaten Path — Non-Traditional Uses of AI


This year’s GDC AI Summit features a collection of sessions that don’t fit into the “main stream” of game AI. As such, we figured it deserved its own session. Chris Jurney (Double Fine), Michael Robbins (Gas Powered Games) and Ben Sunshine-Hill each bring their own unique gem to the party!

From the GDC 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. Michael Robbins will show how he successfully used neural networks for tactical decision-making in Supreme Commander 2, Chris Jurney will discuss computer vision tricks for Kinect in Double Fine’s Happy Action Theater, and Ben Sunshine-Hill will explain how to use AI techniques to dynamically adjust level of detail to match what a player is likely to perceive and remember.

Ben Sunshine-Hill, Software Engineer, Havok

Ben Sunshine-Hill is a software engineer at Havok, working on character pathfinding and local steering. Ben recently completed his PhD work at the University of Pennsylvania, designing ways for game characters to switch behavioral techniques in real-time, and for games to exploit players’ limited powers of memory and perception. His dissertation was ultimately titled “Perceptually Driven Simulation” after his original title, “Messing with the Player’s Head for Fun and Profit“, was rejected.

Michael Robbins, Gameplay Engineer, Gas Powered Games

Michael Robbins is a Gameplay Engineer with Gas Powered Games working on everything from UI to AI. He has been working in the industry for a little over two years after being a long time member of Gas Powered Games’ modding community. His most notable work is featured in Supreme Commander 2, released March 2010.

Chris Jurney, Lead Programmer, Double Fine Productions

Chris Jurney is a rock and roll experimental lead programmer at Double Fine Productions, with 12 years experience in games and simulation. He has shipped numerous titles in the games industry including Company of Heroes, Dawn of War 2, and Iron Brigade. Chris frequently speaks on the topic of game AI, having presented at GDC 5 times as well as at GDC China, Columbia University, the University of Pennsylvania, aigamedev.com, and various IGDA chapters. He has also written articles published in AI Game Programming Wisdom and frequently modifies his behaviors and routes to avoid the enemy psychics of Galactic Rear Admiral Thoothius Branx.


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GDC AI Summit: Believable Tactics for Squad AI


Next in the line of sessions slated for this year’s GDC AI Summit is Believable Tactics for Squad AI. It was submitted as a joint lecture by AIGameDev.com founder Alex Champandard, along with AIGameDev engineers Matthew Jack and Philip Dunstan.

From the GDC description:

Squads of non-player characters are notoriously hard to get right, particularly when designing the highly visible interactions of teammate squad members. Through a series of live, interactive demos, this presentation will compare a wide variety of techniques commonly used in the games industry for creating dynamic squad behaviors, including attacking and flanking, suppression and player leading and following. The analysis will include both centralized and distributed designs for squad member synchronization, the trade-offs of scripted versus procedural designs and high-level techniques for tactical squad path finding and cover selection.

Alex Champandard, Founder & CEO, AiGameDev.com

Alex is the mastermind behind AiGameDev.com, the largest online hub for artificial intelligence in games. He has worked in industry as a senior AI programmer for many years, most notably for Rockstar Games. He regularly consults with leading studios in Europe, most recently on the multiplayer bots for KILLZONE 2-3 at Guerrilla Games. Alex authored the book AI Game Development and often speaks about his research – notably at the Paris Game AI Conference he co-organizes. He’s Associate Editor for the IEEE Transactions on AI in Games, and serves on the Program Committee for the AIIDE and CIG conferences.

Mathew Jack, AI Consultant, Moon Collider Ltd

Matthew founded Moon Collider in January 2010, where he consults on AI for companies in the US and Europe and builds bespoke AI systems. He specializes in CryEngine 3 and Recast/Detour. He developed AI at Crytek for many years in a senior R&D role, including work on Crysis and Crysis 2. He has since worked for Microsoft and AiGameDev.com, and consulted for games and serious games companies in Europe and the US. Current clients include Xaviant LLC and Enodo, with products delivered to companies such as BMW. He has written for Games Programming Gems and presented at the Paris Game AI Conference and at Google.

Philip Dunstan, Senior AI R&D Engineer

As a Senior Engineer on the AI Sandbox at AiGameDev.com, Philip Dunstan prototypes cutting-edge solutions to the Artificial Intelligence problems found in today’s games. In addition, Philip brings his experience from six years of working within Electronic Arts’ EATech Central Technology Group, where, as a specialist in physics simulation, core technology and console performance, he worked on several of EA’s biggest franchises including FIFA, Need for Speed, Battlefield and Harry Potter.


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GDC AI Summit: Animation-Driven Locomotion for Smoother Navigation


This year’s GDC AI Summit will host a presentation on navigation and animation by Bobby Anguelov, Gabriel Leblanc, Shawn Harris.

From the GDC description:

As game worlds get more detailed, simply navigating along a shortest path isn’t good enough. Additionally, as character behaviors get more complex, seeing agents pivot or “footskate” in unrealistic ways break immersion. In order to achieve realistic movement, limitations on locomotion animations the character can perform must be taken into account. In fact, the animations themselves can be used as a valuable tool for finding the most realistic path in the first place. Using examples from the games Hitman: AbsolutionReckoning, and Thief, this lecture will show methods for improving character movement by utilizing character animation to help determine navigation.

Shawn Harris – Senior Programmer – Big Huge Games/38 Studios

Shawn has been with Big Huge since 2007 focusing on pathing, NPC movement and tools. Before Big Huge he worked on numerous hand held titles for the Game Boy Advanced and Nintendo DS. Shawn obtained his BS in Computer Science from Carson-Newman College and his MSc in Games Programming from the University of Westminster.

Gabriel Leblanc – AI Programmer at Eidos Montréal

Joining the game industry in 2003, Gabriel has worked as a game programmer on titles like Scaler, Indiana Jones and Wet. In recent years, he has focused on AI and animation systems. He is currently working on the next Thief at Eidos Montréal. He graduated in software engineering from McGill University, where he occasionally offers lectures on various gaming topics.

Bobby Anguelov – AI Programmer, IO Interactive

Bobby is currently working as an AI programmer at IO Interactive on Hitman: Absolution. Prior to this he spent the better part of a decade working as an enterprise software engineer as well as a two year stint teaching computer graphics and shader programming at the University of Pretoria. He earned an MSc in Computer Science from the University of Pretoria.


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GDC AI Summit: Beyond Eliza: Constructing Socially Engaging AI


Another session that has been announced for this year’s GDC AI Summit is Beyond Eliza: Constructing Socially Engaging AI.

From the GDC session description:

One of the frontiers of game AI is building agents that socially engage the player and each other in deep and dynamic ways. Traditional behavior-selection rules do not apply, while hand-scripted solutions do not scale and are often prohibitively brittle. Social and conversational beings require a deeper modeling of interests, drives, emotions, and an awareness of social norms. This lecture will show you architectures from three production games, Storybricks, Prom Week, and an unannounced title, that introduce new ways of constructing characters to allow deeper, flexible, and more meaningful social engagement with the player.

The session will feature descriptions of socially based architectures for Storybricks (Stéphane Bura), Prom Week (Mike Treanor and Josh McCoy), and an unannounced title by Little Text People co-founders Richard Evans and Emily Short.

Stéphane Bura – Lead Designer at Namaste

A role-playing game writer of 25 years, Stéphane Bura has advanced degrees in artificial intelligence specializing in the study of emerging properties in complex worlds. Before joining Namaste as their Lead Designer, he worked with Kalisto Entertainment, 10tacle Belgium, and as an independent game design consultant. His essays on game design theory can be found at http://www.stephanebura.com.

Mike Treanor – Game designer and PhD Student, Expressive Intelligence Studio at UC Santa Cruz

Mike Treanor is a game designer and theorist pursuing his PhD at the Expressive Intelligence Studio at UC Santa Cruz. His work focuses on understanding how to create videogames that represent ideas. He has made several short form expressive games, and has written papers that have been presented at academic conferences. Recently, he was lead gameplay designer for Prom Week, a social strategy/puzzle game, with very rich social simulation, about the lives of a group of high school students.

Josh McCoy – Ph.D. student in Computer Science, Expressive Intelligence Studio at U.C. Santa Cruz

Josh is pursuing a Ph.D. in Computer Science at the Expressive Intelligence Studio at U.C. Santa Cruz. He researches new ways to create and improve the state of the art of video games, interactive experiences and their design through the application of existing and the creation of novel artificial intelligence (AI) systems. As the latest product of this research, Josh initiated and developed Prom Week, a game featuring an AI system that enables playable social interactions.

Emily Short – Freelance Writer, Game Designer, Consultant

Emily Short is the co-founder of Little Text People, with Richard Evans. She specializes in interactive narrative, especially dialogue models. She is the author of over a dozen works of interactive fiction, including Galatea and Alabaster, which focus on conversation as the main form of interaction, and Mystery House Possessed, a commissioned project with dynamically-managed narrative. She is also part of the team behind Inform 7, a natural-language programming language for creating interactive fiction. She has spoken at the AI Summit at GDC and presented on interactive storytelling at PAX East, MIT, UCSC, and the University of Passo Fundo, Brazil.

Richard Evans — Founder and CTO, Little Text People

Richard is an AI specialist with a particular focus on the modeling of social practices and individual personality. Richard is the co-founder, along with Emily Short, of Little Text People. Previously he worked at Maxis as the AI lead on The Sims 3 and, before that, as the Head of AI at Lionhead responsible for the AI in Black & White. He is an exotic mixture of English and Welsh.

 

 


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