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Artificial Intelligence in Computer Games - Present and Future
Posted March 27 10:56 PM by Gaiiden
Neil Kirby (center) paces around the inside of the ring, answering questions while Steve Woodcock (center left) takes notes

So this is rather embarrassing but, I kinda sorta fell asleep for this panel. Yea, I guess the toils of the week finally got to me. But it's all good, because Steve Woodcock took extensive notes of his own, which will be up at some point over at his website GameAI.com. In addition to Steve's awesome site, which has been around for uhm.... a long long time, here are some other AI resources

In addition, I can provide any newbies with Neil's textbook definition of what game AI is after being asked by an attendee. He picks up a water bottle and holds it above the table. He lets go and the water bottle falls to the table. That was physics. The AI was the decision to let the bottle go.

So there were lots of good questions asked, but of course I didn't hear them. When I came to and realized there was only 5 minutes left in the session (and realized I had fallen asleep) I quick raised my hand and asked about AI difficulty levels. What I wanted to know was whether or not it was the correct technique to build a single hard-level AI and cripple it by sending it less information, or making a basic AI and then implementing the difficulty levels seperately. The answer from Neil was the former, which I figured. Always good to know for sure tho.

Sit tight and keep checking Steve's site!


 
 
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