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More GDC AI Summit Sessions Posted

CMP/Think has posted more of the sessions for the GDC AI Summit that I am part of along witht he AI Game Programmers Guild. You can find the current list of sessions here. Both of my primary sessions are up now as well as my bio for what that’s worth.

Characters Welcome: Next Steps Towards Human AI
Date/Time: TBD
Format: 45-minute Panel
Moderator: Robert Zubek (Software Engineer, Three Rings Design)
Panelists:
Richard Evans (Senior AI Engineer, Electronic Arts),
Dave Mark (President and Lead Designer, Intrinsic Algorithm),
Daniel Kline (Lead Game Engineer, Crystal Dynamics),
Phil Carlisle (Game Programmer and Researcher/Lecturer, University of Bolton),
Borut Pfeifer (Lead AI Programmer, Electronic Arts)

Session Description: AI characters can be beautifully modeled and animated, but their behavior rarely matches their life-like appearance. How can we advance the current state of the art, to make our characters seem more believable? What kinds of human behaviors are still missing in our AI, how can we implement them, and what challenges stand in the way? This session will discuss practical approaches to pushing the boundaries of character AI, past successes and ideas for the future, with an experienced panel representing a wide range of perspectives and games.

Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters

Date/Time: Tuesday (March 24, 2009) 9:00am — 10:00am
Format: 60-minute Lecture
Speakers:
Richard Evans (Senior AI Engineer, Electronic Arts),
Dave Mark (President and Lead Designer, Intrinsic Algorithm),
Phil Carlisle (Game Programmer and Researcher/Lecturer, University of Bolton)

Session Description: As game characters engage in deeper interactions with the player, subtlety of behavior becomes more important. However, in worlds that feature hundreds of characters, the homogeneous ‘cookie-cutter’ approach of modeling those characters becomes evident, leaving the world feeling repetitive and shallow. Everyone acts the same. Using examples from games such as The Sims 3, we will show how characters can be algorithmically endowed with distinct personality differences so that every one acts as an individual. We will also explore how personality, mood, emotion and other environmental factors enable individual characters to select from a wide array of context-appropriate choices and actions. We conclude with how these behaviors can be expressed through animation selection so as to be more engaging and immersive for the player.

For those of you that are planning on heading to GDC, make sure that you get a pass that allows you to attend the Summits and Tutorials.
This is not an event you will want to miss!

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