Thursday, May 22nd (Week 8)
Knowledge representation is a fine candidate for implementing a complex and authentic artificial intelligence system for a game, yet many current game systems avoid knowledge-based systems in favor of more traditional artificial intelligence systems and hacks. We explore the flaws of many simple AI systems and discuss the implementation of a knowledge-based authentic AI system for an open-world sandbox game.
- Introduction
- Overview
- Background 2. Theory 2. Halo
- Existing Systems 3. World 3. Game
- Problems with Traditional AI Systems 4. Uncanny Knowledge 4. Oblivious Bystander 4. Canonical View
- Solutions 5. Bigger-Picture Model
- Knowledge Representation 6. Facts 6. Belief 6. Personality 6. Emotion
- Interaction Representation 7. Language
- Conclusions
- Damian Isla
- GDC 2005
- 03.11.2005
- Max Dyckhoff (AI Engineer, Bungie Studios)
- 08.08.2008
- Bungie Publications
- Damian Isla (AI Lead, Bungie Studios)
- 03.03.2008
- Bungie Publications
- Presentation
- Ryan Schmitt
- Date unknown