Quote of the Month about AI in Games, Thanks to Our Sponsors

Alex J. Champandard on January 29, 2009

There are two things that drive your favorite game AI website. The first is the membership part of the site (which is re-opening in 12 hours) where we develop the best possible material about artificial intelligence in games. The second is our sponsors, who help make the best highlights of this content available to a wider audience — including you!

This month, I decided to throw in a little nugget from the AI Games Network event in Bradford a few weeks ago. The following quote is by Adam Russell, who’s officially a “Games Studio Manager and Lecturer in Games Programming” at the University of Derby. Adam worked at Lionhead as an AI programmer, on the original Fable in particular.

Scroll down to find out what Adam had to say…

Thanks to Our Sponsors


SpirOps is a middleware development team focused on AI. Their ultimate goal is to allow video games and simulations development teams to enter what we call “the Living Game era”. To design more realistic behaviors with a never reached complexity, the SpirOps developed an artificial intelligence design paradigm called “Drive Oriented” which allows designing AI with graphical tools and keeping a linear complexity during the brain creation process.


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Quote of the Month

Here’s what Adam had to say during the main panel in Bradford at the end of the day:

“There’s a tension between the business goals of game developers and the academic model (taken purely) which is [that] we want to make general domain-independent AI algorithms that we can apply to lots of problems — as academics.

But what makes games sell is actually uniqueness and not general solutions. If you’re doing funded work, then that desire to make things generic actually pulls against that business goal.”

Thanks to Adam Russell for his great insight, and thanks to our sponsors for everything else!

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