How to AI'fy games? - AI for gamedev, existing solutions & challenges for the future by Rafal Tyl
For more than a decade, game AI development has been dominated by Behavior Trees and Finite State Machines. Although some alternative approaches (like Utility AI or GOAP) also became somewhat popular over the years, their use is limited. Another issue with AI systems typically used in the industry is their overreliance on game-specific ad-hoc architectures, often narrowly focused on a single decision-making algorithm. The aim of this talk is threefold: 1. A quick review of existing AI libraries and tools available on the market. 2. Familiarizing the audience with three techniques relatively new to game AI: Utility AI, Planning and Monte Carlo Tree Search. 3. Presentation of a general AI system architecture based on blackboard communication, allowing for seamless integration of multiple decision-making algorithms and facilitating easy code reuse.
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