Presentations

Race Script: Experience Management beyond Rubber Banding in PURE
Ultimate Presentation October 30th, 2009

Race Script: Experience Management beyond Rubber Banding in PURE

As games become more ubiquitous, two of the most important design challenges we face as developers are difficulty adaptation and experience management. Pure, a dirt racing title from Disney Interactive, received critical acclaim by addressing both of these issues.

Parallelization of Game AI: The Theory of Multi-threading Explained
Ultimate Presentation September 9th, 2009

Parallelization of Game AI: The Theory of Multi-threading Explained

The question of multi-threading has been relatively straightforward for AI so far: most games keep all the logic on the main thread, and if necessary offload pathfinding to a separate thread. However, there are huge opportunities for programmers who understand the theory of parallelism and design their architectures accordingly.

Emotions in Game Characters: From FALLOUT 3 to TEAM FORTRESS 2
Ultimate Presentation July 17th, 2009

Emotions in Game Characters: From FALLOUT 3 to TEAM FORTRESS 2

While AI technology is getting better, game characters still often lack an emotional dimension. In this presentation from the Paris Game AI Conference 2009, Phil Carlisle provides overview of recent progress adding character and emotion to in game NPCs, as well as a review recent research in the field for developers who are curious about emotional reactions for game characters. He also discussed this from a ...