Presentations

Optimizing Steering-Based Animation Control
Ultimate Presentation March 14th, 2013

Optimizing Steering-Based Animation Control

There are many great path-following and collision-avoidance algorithms out there — all with beautiful SIGGRAPH videos of coordinated, swirling black dots. Yet more often than not, these methods fall apart when plugged into an actual game's character animation system. Havok’'s Ben Sunshine-Hill will show you how to make your steering and animation systems stop fighting each other, and how to bring out the ...

Predicting Your Average Player's Habits for Fun and Monetization
Ultimate Presentation January 22nd, 2013

Predicting Your Average Player's Habits for Fun and Monetization

Wouldn't it be great if you could predict exactly how successful your game would be post-launch? What proportion of the player spike that your publisher marketing dollars bought will you be able to retain in a week, a month? Turns out, with some data-mining and machine learning skills this is a relatively easy task!

Reinforcement Learning-based Character Locomotion in Hitman: Absolution
Ultimate Presentation January 14th, 2013

Reinforcement Learning-based Character Locomotion in Hitman: ...

In this talk IO Interactive's Michael Büttner covers the novel approach to character locomotion that was used for the crows characters in Hitman: Absolution. The system uses a motion-graph based motion synthesis engine in conjunction with a reinforcement learning based controlled logic

How to have fun in an Asylum
Ultimate Presentation December 18th, 2012

How to have fun in an Asylum

In this exclusive session with Tim Hanagan you will discover the tricks and techniques behind the creation of gameplay and AI in Batman: Arkham Asylum and Batman: Arkham City. Learn how multitudes of enemies were controlled in order to create epic hand-to-hand combat which are unmatched in any other game.

Crowds in Hitman: Absolution
Ultimate Presentation November 22nd, 2012

Crowds in Hitman: Absolution

A key requirement in Hitman: Absolution was dense crowds that allowed players to both interact with and influence the behavior of individual characters. This presentation describes the techniques and optimizations used to achieve 1200 character crowds while still running at 30fps on current-gen consoles.

Design-driven AI in Spec Ops: The Line
Ultimate Presentation November 16th, 2012

Design-driven AI in Spec Ops: The Line

Daniel Kollmann and Jörg Reisig from Yager Development will talk about 2K's controversial cover-based shooter. They will discuss the project history, show examples of the generic enemy and companion behaviors and describe their player-centric design approach.

Enabling Playable Social Models and PROM WEEK
Ultimate Presentation November 14th, 2011

Enabling Playable Social Models and PROM WEEK

PROM WEEK is an innovative AI-based social game developed by Expressive Intelligence studio and Michael Mateas, creator of Facade. The game features groundbreaking gameplay with puzzles based on emotions and traits of characters preparing for a high-school prom.

Applying Reactive Planning Idioms to Behavior Trees
Ultimate Presentation October 31st, 2011

Applying Reactive Planning Idioms to Behavior Trees

ABL, the language used to create Façade, has many idioms that can help reduce the complexity of BTs and help them deal with inter-agent communication. At the Paris Game/AI Conf. 2011, Ben Weber showed how ABL idioms helped build the EIS Starcraft Bot from micro-level unit control to macro-level strategy. Whether or not you're building RTS AI, you'll see how these techniques can help improve your behavior trees ...

Intimate Conversations with Interactive Animated Characters in WORLD OF ZOO
Ultimate Presentation April 30th, 2011

Intimate Conversations with Interactive Animated Characters in WORLD ...

How do you make a virtual koala or zebra fun to interact with? Koalas can be rather static even in real life, so what's the solution for video games? What does the player expect when given the opportunity to watch and play with those animals? In a way, these moments are intimate conversations that the player has with the animals on screen.

Human Territoriality for the Next EVE ONLINE's Socially Smart Characters
Ultimate Presentation September 19th, 2010

Human Territoriality for the Next EVE ONLINE's Socially Smart ...

Bringing environments to life with ambient behaviors is something most games struggle with. Bystanders, pedestrians and civilians often look lifeless and mechanical. To address this issue in upcoming expansions of EVE ONLINE, CCP Games are collaborating with Reykjavik University to build the character technology that will populate the inside of ships and space stations.