Lost in all my annoyance at the old blog issues, I never mentioned that I have created a page to hold the slides from my lectures in the past. These include:
2009 GDC AI Summit
Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters
2009 GDC Austin
Cover Me!: Promoting MMO Player Interaction through Advanced AI
2009 GameX Industry Summit
The Art of Game AI: Sculpting Behavior with Data, Formulas, and Finesse
2010 GDC AI Summit
Improving AI Decision Modeling Through Utility Theory
AI Devs Rant!
Some of these were joint lectures but only contain my content. The exceptions are the GameX one and the Utility Theory lecture. Both of those were joint with Kevin Dill. I have permission to use his content (as he does with mine).
I will continue to update that page as I do other lectures in the future.
Dave’s sessions for the 2010 GDCAI Summit have been posted. In addition to being one of the two Summit Advisors this year (along with Steve Rabin), Dave will be giving a joint lecture with Kevin Dill, participating in a panel, and giving a 5-minute “rant”. The session details are below.
Session Description The ‘if/then’ statement has been the workhorse of decision modeling longer than digital computing. Unfortunately, the harsh transition from yes to no often expresses itself through behavior in ways that are just as harsh. Utility theory has roots in areas such as psychology, economics, sociology, and classical game theory. By applying the science of utility theory with algorithmic techniques such as response curves, population distributions, and weighted randoms, we can improve the modeling of the underlying brain of our agents, broaden the potential decision space, and even manage edge cases that other decision systems stumble over.
Idea Takeaway This lecture explains the underpinnings of utility theory, and shows concrete examples of how to leverage it using the power of other algorithmic techniques regardless of the overall structure being used for the agent AI.
Session Description Often one of the most important issues an AI programmer needs to address is the decision of which architecture to use. This choice lays the foundation for the rest of the project both enabling and limiting choices down the road. With myriad (and even conflicting) pro and con arguments for all the major AI architectures, it can be difficult to determine which one is right for a given project. This panel approaches this issue from a unique perspective. With one person acting as an advocate for each of the popular AI architectures, the panel will be presented with hypothetical game examples and asked to explain why their method is the right tool for the job and why others are not.
Idea Takeaway While this session is likely to get playfully adversarial, the attendee will be given not only a better understanding of the pros and cons of each of the types, but witness some of the thought processes that must occur when deciding on an AI architecture.
Session 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 from all corners of the industry will deliver quick, to-the-point rants about what’s on their mind. Topics include AI design and programming, working with other portions of the dev team, working with academia, the perception of game AI by the public, scripting languages, and even those scary floating point numbers! Whoever said AI programmers only sit with their heads down over their keyboards?
Idea Takeaway Find out what’s on the minds of AI developers in a fast-paced, fun, yet hopefully not controversy-rife session!
The GDC folks have put up the main page for the AI Summit at the 2010 GDC. This year, I am listed as a Summit Advisor alongside Steve Rabin. While I helped out a lot last year, I wasn’t listed as an official advisor. That makes for a wonderful honor. I’m so pleased to be working with all the great people in the AI Game Programmers Guild to put this event on.