Presentations

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 ...

  • Ultimate Presentation
    September 28th, 2011

    High Performance Racing AI in NASCAR 2011

    NASCAR races have forty-three cars racing in tight packs around the tracks, and for the game Eutechnyx set out to create a realistic experience where drivers have distinctive personalities. Optimizing that game to run smoothly on modern consoles, particularly the PS3, was quite a challenge!

  • Ultimate Presentation
    September 12th, 2011

    Parametric Character Animations in CRYSIS 2

    The most recent iteration of Crytek’s sandbox shooter, set in New York, combines the incredible technology of CryEngine 3 along with the trademark gameplay that defines the series. In particular, the animation system is on of the biggest challenge since it must combine responsiveness to player and AI control, as well as achieving realism to match the graphics.

  • Ultimate Presentation
    September 9th, 2011

    The AI Director in DARK SPORE

    In the tradition of its developer Maxis, DARK SPORE is an innovative RPG game that features some radical AI design. In particular it addresses two of the most promising game design frontiers: player monitoring and experience management. How do you create a compelling challenge for gamers, keeping them interested through hours of play?

  • Ultimate Presentation
    April 30th, 2011

    Intimate Conversations with Interactive Animated Characters in WORLD OF ZOO

    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.

  • Ultimate Presentation
    February 2nd, 2011

    Physics-based Racing AI Controllers and Track Analysis in SUPERBIKE CHAMPIONSHIP

    When building a racing game, the immersion of the player and the entertainment value of the gameplay is heavily influenced by the believability of the opponent drivers. But how is the AI built to cope with physically-accurate simulated vehicles? Milestone, an Italian developer specializing in racing, is famous among fans for delivering a hyper realistic driving simulations, both in racing cars and superbikes.

  • Ultimate Presentation
    September 30th, 2010

    Procedural Animation and Why it Matters

    In terms of character animation, the games industry is currently split into two groups: studios trying to achieve highly realistic motion, and those going for stylized characters. Interestingly enough, both these groups are converging on procedural animation as a way to reduce mocap overheads, reduce memory usage, provide animators with more direct control, and increase the space of animations possible...

  • Ultimate Presentation
    September 19th, 2010

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

    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.

  • Ultimate Presentation
    September 7th, 2010

    Navigation LOOP: Avoid Turning in Circles when Navigating Locally

    So you've built a pathfinder. What now? It turns out you're only just getting started! Have you figured out how do you handle dynamic obstacle avoidance locally for single characters, or even coordination with other characters? There's loads of research on the subject, but how do you tie it all together?

  • Ultimate Presentation
    August 9th, 2010

    Psychology Profiling in SILENT HILL: SHATTERED MEMORIES

    The most recent game in the survival horror series, SILENT HILL: SHATTERED MEMORIES recently became famous by psychologically profiling its players. The game received acclaim from the press and players alike, in particular for getting into people's head — and adding replayability to the game. But what combination of tricks and techniques were used to pull this off?

  • Ultimate Presentation
    July 28th, 2010

    Building the BATTLEFIELD Experience and the Evolution of Frostbite's AI

    BATTLEFIELD: BAD COMPANY 2 is most recent FPS from EA's acclaimed DICE studio. The game certainly has its fair share of AI challenges — including many BATTLEFIELD-specific problems such as finding cover in highly dynamic environments and driving physically realistic vehicles. How did a AAA studio known for its multiplayer games set out to build the AI a story-driven game in BAD COMPANY 1, and how did it evolve for the sequel?