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THE ART OF
ILLUSION
{ Jorge Palacios, Christian Chomiak }
AI tricks for game development
AGENDA
INTRODUCTION
What is AI?
In what contexts?
Challenges of video game AI
 Shared physical resources
 Limited execution time (realtime)
 Player experience
USING FORMAL AI
TECHNIQUES
Trick #1:
ENEMY HOARDS
What do we want?
To create obstacles and dynamic challenges.
Have NPCs that move interestingly enough.
 Increase the challenge and the tension.
It can be modeled with…
GRAPHS, PATHFINDING & FLOCKING
BSP & PATHFINDING
BSP Pathfinding
PATHFINDING
Optimisation Smoothening
Trick #2:
NPCs with freewill
What do we want?
 Expand upon the previously defined
experience.
 Evaluate the possible actions of an actor
according to its current state, needs and the
surrounding..
 Simulate rational beings.
It can be modeled using…
DECISIONTREES
A tree is…
Energy > 1
Nil
NO
Enemy
near?
YES
WALK
NO
ATTACK
YES
Trick #3:
BOXING RING
What do we want?
 Have multiple actors interacting with the
player without overwhelming it.
 Balancing according to type and difficulty of
the enemies.
Can be modeled using…
STATE MACHINES
Trick #4:
CONTENT GENERATION
What do we want?
 Create new content dynamically .
 Procedural content generation
 To créate smart and flexible tolos for the
developers.
Can be modeled using…
GENETIC ALGORITHMS AND
NEURAL NETWORKS
Trick #5:
BALANCE FLOW & DIFFICULTY (part 1)
What do we want?
 Balance the difficulty curve according to the
capabilities of the player.
Challenge seasoned players.
 Regulate the general flow of the experience.
 Increase replayability.
 Minimise First-Order Optimal Strategies (FOOS).
Can be modeled using…
DIRECTORS
Interest curve
SMOKE & MIRROS
(*wink* hardcoding *wink*)
Trick #6:
BALANCE DIFFICULTY (part 2)
What do we want?
The same thing as before but cheaply.
Increase or decrease the difficulty of the
game by giving or limiting (unfair)
advantages to the NPCs.
Can be modeled using a…
RUBBERBAND SYSTEM
Trick #7:
COMPLEX STRATEGIES
What do we want?
 Simulate complex strategies.
 At a low cost (either in time or budget).
SEEK PREDICT
AMBUSH WANDER
Trick #8:
SPACE-AWARE ENEMIES
What do we want?
 A deeper interaction between NPCs and the
world.
 The level itself is key to the gameplay.
 Increased realism
Can be modeled by…
SIMULATINGTHE SENSES
CONCLUSIONS
ANY QUESTIONS?
THANKYOU
VERY MUCH!
Jorge Palacios – @pctroll – jorge.palacios.co
Christian Chomiak – @cchomiakm – bonusdisc.com

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The Art of illusion