Edit on Bioshock audio interview
Labels: 2K Boston, 2K Games, BioShock, John Abercrombie
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IA on AI Monday, March 3, 2008 Edit on Bioshock audio interview
Some people were complaining that the audio interview with the AI lead on Bioshock was either playing too fast or the applet itself was not loading. I have edited the original page to show a link to the actual audio file. Let me know if that is not working for you.
Labels: 2K Boston, 2K Games, BioShock, John Abercrombie
Friday, February 29, 2008 Other coverage of GDC sessions
I have kinda entered a vortex of browsing through other people's GDC coverage - especially on the sessions that I could not attend. Note that I don't necessarily agree with everything that people have posted here - I'm just including them so people can have a broader picture. Here's a partial list of (loosely) AI-related stuff that I have found so far:
GDC: Storytelling in Bioshock (Not really AI, but interesting) GDC: Rules of Engagement GDC: Rules of Engagement Part 2 GDC: A Q&A With Sid Meier (Not really AI... but it's Sid!) GDC: Creating a Character in Uncharted (animation AI) GDC: Creating believable crowds in Assassin’s Creed (group behavior and many units) GDC08 Notes - Streaming Open World Pathfinding (Obviously pathfinding) A thread at Game/AI where Jeff Orkin (F.E.A.R. AI mastermind) asked what we all saw at GDC it made for an interesting AI discussion. Labels: animation, Assasin's Creed, BioShock, crowd simulation, GDC, GDC 2008, group behavior, Jeff Orkin, pathfinding, Sid Meier
Wednesday, February 27, 2008 John Abercrombie (2K Boston) on the AI in Bioshock ![]() At the GDC in San Francisco this past week, I had the opportunity to spend quite a bit of time with John Abercrombie of 2K Boston and the AI lead on Bioshock. It had been a heck of a week for the entire Bioshock team since their title had not only won many awards and accolades prior to GDC but also had a great showing at the Game Developers Choice Awards (they lost the Game of the Year award to Portal... in which there is no shame). Despite having been pestered relentlessly all week to speak about his AI work with the title (he probably talked about it as much as if he had given a lecture on in), he was gracious enough to sit down with me on Sunday morning and chat with me about it on tape.
In case the above applet doesn't load or it is playing at the wrong speed, you can download the actual .mp3 file. Here's some questions (paraphrased somewhat) that I asked and topics we discussed throughout the interview (listen to the audio for his answers and descriptions): If you want to hear more of John's comments on various subjects, you can listen to the GDC AI Roundtable audio files and read my notes here. He spoke up once or twice in there. Again, I want to thank John for taking the time with me for the interview... and being a pretty good companion throughout the week of GDC. I enjoyed it quite a bit. This interview brought to you in association with... ![]() Labels: 2K Boston, 2K Games, BioShock, John Abercrombie
Monday, February 25, 2008 GDC 2008 - AI Stuff
I'm in the process of uploading all my GDC-related things to this page. You can actually listen to my audio of the 3 AI roundtables and read my (barely comprehensible) notes that I furiously took during each. Also, it has links to the pictures that I took during the roundtables and the AI Programmers Dinner on Friday night.
On that page, I will also be posting other AI-related tidbits such as my notes from lectures such as those by Soren Johnson's (Civ 4), Damian Isla (Halo 3), and Peter Molyneux (Fable 2). Give me a few days to get it all straightened out, though. Also, I sat down with John Abercrombie of 2k-Boston on Sunday morning and spoke with him about the AI that he did for Bioshock. That should be posted on Wednesday. Look for it over on Post-Play'em. (Remember to tap the RSS feed to keep up with these additions and all other AI-related things.) One final note about GDC... it's always an exhilarating week... but it sure does make my head hurt! Labels: BioShock, Damian Isla, Fable 2, GDC, GDC 2008, Halo, Peter Molyneux, Post-Play'em, Soren Johnson
Sunday, December 9, 2007 3 very different AIs in new products
On the blog neuRAI, a relatively new blog similar to this one and my sister blog Post-Play'em, there is an article discussing the differences in the AIs of the games Portal, Assassin's Creed and BioShock.
The author makes some great points. One is about the wall that developers seem to run up against: We can make for some great "live" behavior that looks new and fresh - until we run out of assets (via space on the CD or dollars in the budget) and we start to repeat those fresh behaviors. At that point, the facade is exposed and things start to get stale. It goes to show that, at least with today's technological limitations, the Turing Test will always fail as long as there is no time limit on the test. Until we can break away from entirely designer-constructed content, our AIs will eventually expose themselves The second point is something that is actually born from the past when we couldn't stuff a lot of fresh content into our agents - we faked it. He points to a technique that has been used over and over: let the player's mind be the best brush for coloring in the AI. There is a lot of power in that. However, one caveat is that we can't necessarily tell what the player is going to be thinking. Sometimes this is good and sometimes it can make for disappointment. Still, it makes for a lot of fleshing out of the perception of our AI without a lot of effort. The solution seems to be a constant balancing act between two extremes. What really needs to be modeled in great detail and what can I fake entirely? Aahh, such is the quandary. Anyway, I enjoyed the reading and personally plan to keep checking on neuRAI. Good work so far! Labels: Assasin's Creed, BioShock, cheating AI, fake AI, neuRAI, Portal, Turing
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Looking for the GDC AI Roundtable notes and audio? Content ©2002-2008 by Intrinsic Algorithm L.L.C. |
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