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Dave Mark's books

List of Notable Projects, Lectures, and Papers

Organization


Consulting

Recent high-profile clients/projects include:

  • AI Architect with AAA studio (project suspended)
    • Combat (individual, tactical, strategic) for bots in existing multi-player FPS game
  • Senior AI Programmer/Designer with Pixelmage Games on Hero’s Song
    • Combat (individual, tactical, strategic)
    • Ambient behaviors including dynamic social interaction
    • Procedural dialog system
    • Designed architecture to support procedural quest/content generation.
  • Lead AI Architect with ArenaNet on the upcoming expansion to Guild Wars 2, Heart of Thorns
    • Combat (individual, tactical, strategic, ecological)
    • Ambient behaviors including dynamic social interaction
    • Designed architecture to support procedural quest/content generation.
  • Lead AI Architect with the Storybricks team for Sony Online Entertainment on EverQuest Next
    • Combat (individual, tactical)
    • Ambient behaviors
    • Prototypes of procedural narrative AI
  • Consulted with EA Tiburon on AI improvements to the Madden series.

Additionally, I have worked for a number of smaller, independent game studios and done consulting on mathematical and behavior modeling for non-game companies.


Writing

The following lists published works that I have either written solo or contributed to as part of a compilation book.

Solo published works

Compilation works


SPEAKING HISTORY

The following are major lectures I have presented and industry conferences. Note: In the lectures listed, my scores were well above the conference average and, in some cases, were rated as one of the top sessions.

GDC AI SUMMIT (at Game Developers Conferece, San Francisco, CA)

2017

Behavior is Brittle: Testing Game AI” (panel moderator)
"Turing Tantrums: AI Devs Rant!" (short presentation)

2016

AI Pre-Mortem: How to Approach your AI Problems” (panel moderator)
"Turing Tantrums: AI Devs Rant!" (short presentation)

2015

Building a Better Centaur: AI at Massive Scale
"Turing Tantrums: AI Devs Rant!" (short presentation)

2014

"Turing Tantrums: AI Devs Rant!" (short presentation)
"Letting Go: Collaborating with Designers to Embrace AI Behaviors" (panel moderator)

2013

"Simplest Trick in the AI Book" (short presentation)
"Turing Tantrums: AI Devs Rant!" (short presentation)
"Architecture Tricks: Managing Behaviors in Time, Space, and Depth"
"Never Mind Small Steps: What's the Next Big Leap for AI" (panel moderator)

2012

"Embracing the Dark Art of Mathematical Modeling"
"Less A, More I: Using Psychology in Game AI"
"Turing Tantrums: AI Devs Rant!" (short presentation)

2011

"Using Randomness: Both Sides of the Coin"
"Turing Tantrums: AI Devs Rant!" (short presentation)
"How Experienced Devs Think through Their AI" (panel moderator)

2010

"Improving AI Decision Modelling through Utility Theory"
"AI Developers Rant!" (short presentation)
"Deciding on an AI Architecture: Which Tool for the Job?" (panel)

2009

"Breaking the Cookie Cutter: Modeling Individual Mood, Personality, and Emotion in AI Characters"

GDC AUSTIN/ONLINE

2017

Banishing Player AND Designer Grind with Emergent AI and Procedural Content

2012

"Psychology vs. Structure: The Power of Numbers in Game Design"

2010

"Rock-Paper-Scissors on Steroids: Leveraging Game Theory in Games"

2009

"Cover Me! Promoting MMO Player Interaction through Advanced AI"

GDC CHINA (Shanghai, CN)

2013

"Psychology vs. Structure: The Power of Numbers in Game Design"

GAMEX INDUSTRY SUMMIT (PHILADELPHIA, PA)

2009

"The Art of Game AI: Sculpting Behaviors with Data, Formulas, and Finesse"

EAST COAST GAME CONFERENCE (Raleigh, NC)

2015

“Building a Better Centaur: AI at Massive Scale”

2014

"Running the Numbers: Improving Character Behavior with Utility-Based AI"
"Subconscious Fishhooks: Leveraging the Players' Own Psychology for Believable Characters"



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