February 2006
Game/AI: AI Planning for games and characters CFP
(via)However though AI Planning has much to contribute to both these fields, particularly in producing more convincing Non-Player Characters and autonomous intelligent characters, few AI planning researchers have been involved in this work, and the technology, where applied at all, has often been used in a somewhat ad hoc way. In addition, games company use of AI planning has so far been limited - A*-based motion planning the main exception - with practitioners feeling that the technology is too computationally expensive or risky for integration into computer games.
November 2005
Game/AI: Great Expectation-Formations
"Forming expectations is a problem that is relatively easy to concretize: AIs have an internal knowledge model of the world. If the AI is able to provide an estimate for what that state is going to look like n ticks in the future, that’s an expectation – and naturally we’re going to want the AI to react not (or not just) to current world-state, but also to its expectation. React to its own expectation. I think that’s a neat idea, and architecturally it makes a lot of sense. Assuming we have a reactive behavior system of some sort already, we don’t, as a first pass, need to modify IT at all. All we need to do is provide future instead of current data. Great!"
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(2 marks)