Applied AI in Empire of Sin, a modern strategy game
This talk will present a high level overview of the different AI systems
implemented in Empire of Sin game. It will then focus on one of those systems with more
detail, giving more emphasis to scenarios, plans and behaviors, used in in-world characters and missions.
How to apply to a Digital Games industry position?
This presentation will focus on the process of applying for a job or position in the Digital Games Industry.
We will discuss some of the different things that companies are looking for in a prospective employee and how
one could focus on what actually matters and what doesn't.
Triple-F*cking A: Fun, Fascination and Frustration in the AAA industry
AI Planning in Games
In this talk we will have a look at the various ways AI Planning can be and has
been used in the gaming industry. The use of AI Planning in games started with
a very limited form of planning: Goal Oriented Action Planning (GOAP) which was
first used in F.E.A.R. GOAP has been expanded on and is still used in games today,
e.g. Assassin’s Creed: Valhalla. Some studios are now using Hierarchical Task Networks
(HTNs) (e.g. Horizon Zero Dawn) to drive their AI decision making. In this talk we will
focus on AI Planning techniques that are more expressive than both GOAP and HTNs, we are
going to talk about Domain Independent AI Planning and its applications thereof. We will
have a look at what studios are currently using it for (e.g. create bots to self-play games)
and what it could bring in the future (e.g. narrative design).
Mind Your NPCs and Qs: What’s Next for Game AI?
Game developers now have fantastic tools for building huge, complex, beautiful worlds but very often
life remains absent, especially that of characters engaging with a player. Game AI has progressed
slowly in the last decade, but we are now seeing signs of it picking up pace. This talk takes a look
at the current state of the art in game AI, where we as an industry are still struggling, what is on
the horizon and what possible solutions might look like for the as-yet-unsolved problems. Join
Cristiana Pacheco as she describes the challenges facing game developers who are looking to bring forward
a new generation of AI for games as well as celebrating some of the great successes to date.