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1 00 10 GDC2010 twitter: miyayou

2 (1) IGDA (2) IGDA SIG-AI (3) in mixi SIG-AI mixi ML SIG-AI

3 00 10 GDC2010 IGDA Blog: y_miyake (IGDA )

4 GDC 2010 AWARD Expo

5 Case Studies: AI in Recent Games 3/9 3/10 3/11 3/12 3/13 Suspending Disbelief: Bringing Your Characters to Life with Better AI FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Triggering System Code and Complexity: Managing EVE's Expanding Universe Where Did My Inventory Go? Refining Gameplay in Mass Effect 2 Behavior Trees: Three Ways of Cultivating Strong AI Little Big AI: Rich Behavior on a Small Budget The AI of BioShock 2: Methods for Innovation and Iteration Modeling Individual Personalities in The Sims 3 Why So Wary of AI Middleware? Improving AI Decision Modeling Through Utility Theory AI and Interactive Storytelling: How We Can Help Each Other AI developers Rant! Deciding on an AI Architecture: Which Tool for the Job? Architecture Mashups: Insights into Intertwined Architectures Experimental Game AI: Live Demos of Innovation Answering the Designers AI Wish List Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 Artificial Intelligence in Computer Games Roundtable Dynamic Navmesh AI in the Dynamic Environment of Splinter Cell: Conviction AI lecture Animation Warping for Responsiveness in FIFA Soccer Procedural, There is Nothing Random About it Multiplayer Level Design in Red Faction Guerrilla AI Animation Procedural Animation and Player Control in Uncharted: Drake's Fortune and Uncharted II: Among Thieves Designing Assassin's Creed 2 Game Design Code

6 GDC 07,08,09,10, Austin GDC

7 A.I.Summit Photo:

8 AI (Ex.)The Sims AI FPS (Ex.)Halo, F.E.A.R, Killzone, SprinterCell

9 I. Killzone 2 (1 ) II. The Sims 3 AI 10 III. (5 ) IV.

10 I. Killzone 2 (1 ) II. The Sims 3 AI 10 III. (5 ) IV.

11 Killzone 2 AI Based on: Alex Champandard, Tim Verweij, Remco Straatman, "Killzone 2 Multiplayer Bots",

12 Killzone 2 AI ( ) (1) Killzone 2 AI (2) Killzone 2

13 Killzone 2 Screen

14 Killzone 2 AI ( ) (1) Killzone 2 AI (2) Killzone 2

15 Killzone2 AI

16 Killzone2 AI

17 HTN Planner

18 HTN (Hierarchical Task Network)

19 HTN (Hierarchical Task Network) Domain Method Method Method Branch Branch Branch Branch Branch Precondition Precondition Precondition Precondition Precondition Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task Task

20 HTN (Hierarchical Task Network) Dana Nau et al., SHOP2: An HTN Planning System, Journal of Artificial Intelligence Research 20 (2003)

21 HTN (Hierarchical Task Network) Task Dana Nau et al., SHOP2: An HTN Planning System, Journal of Artificial Intelligence Research 20 (2003)

22 HTN (Hierarchical Task Network) Dana S. Nau,"Hierarchical Task Network Planning", Lecture slides for Automated Planning: Theory and Practice

23 HTN (Hierarchical Task Network) Task Dana S. Nau,"Hierarchical Task Network Planning", Lecture slides for Automated Planning: Theory and Practice

24 HTN (Hierarchical Task Network)

25 HTN (Hierarchical Task Network) Precondition Task Precondition Task

26 HTN (Hierarchical Task Network) AI

27 (Branch) (Branch) TaskList TaskList

28

29 Squad AI

30 Killzone2 HTN

31 HTN Planner

32

33

34 Killzone2

35 Halo3 < > GDC2008

36 Halo 3 AI Objectives System Squad Squad Squad Squad Squad Squad

37 Designer UI Active or inactive

38 Halo3 < > GDC2008

39 Killzone2

40

41

42 Killzone 2 AI ( ) (1) Killzone 2 AI (2) Killzone 2

43

44 Killzone

45

46 Killzone 2

47

48

49

50

51 < >

52 Influence Map( ) 0,2 0,4 0,6 0,4 0,2 0,0 0,4 0,6 0,8 0,6 0,4 0,2 0,6 0,8 1,0 0,8 0,6 0,4 0,4 0,6 0,8 0,6 0,4 0,2 0,2 0,4 0,6 0,4 0,2 0,0 0,0 0,2 0,4 0,2 0,0 0,0

53 Influence Map( ) 0,2 0,4 0,4 0,6 0,6 0,8 0,4 0,6 0,2 0,4 0,0 0,2 0,6 0,8 1,0 0,8 0,6 0,4 0,4 0,6 0,8 0,6 0,4 0,2 0,2 0,4 0,6 0,4 0,2 0,0 0,0 0,2 0,4 0,2 0,0 0,0

54 Influence Map( ) 0,0 0,0 0,2 0,4 0,2 0,0 0,0 0,2 0,4 0,6 0,4 0,2 0,2 0,4 0,6 0,8 0,6 0,4 0,4 0,6 0,8 1,0 0,8 0,6 0,2 0,4 0,6 0,8 0,6 0,4 0,0 0,2 0,4 0,6 0,4 0,2 IM 0,00 0,25 0,50 0,75 1,00 0,75 0,00 0,25 0,50 0,75 1,00 0,75 0,00 0,25 0,50 0,75 1,00 0,75 0,25 0,50 0,75 0,75 1,00 0,75 0,50 0,75 1,00 1,00 1,00 0,75 0,50 0,75 1,00 0,75 0,75 0,

55 Age of Empire(AOE) AOE

56 Age of Empire(AOE) Figure 3: Influence map around gold mines. ( )

57 Age of Empire(AOE) ( ) ( )

58 Age of Empire(AOE)

59 SimCity Crime = Pop. Density^2 - Land Value - Police Effect Land Value = Distance[Zonetype] + Terrain + Transport AI: A Desing Perspective AIIDE ,

60 < >

61 Killzone 2

62 Killzone 2

63 Killzone 2

64 Killzone 2

65 Killzone 2

66 Killzone 2

67 Killzone 2 AI (1) HTN Planner (2) (3)

68 References (1) AI Summit '10: Slides, Notes, Highlights and Photos (2) On the AI Strategy for KILLZONE 2's Multiplayer Bots (3) Killzone 2 Multiplayer Bots (4) Maria Cutumisu, Duane Szafron, "An Architecture for Game Behavior AI: Behavior Multi-Queues", (5) Kutluhan Erol. James Hendler. Dana S. Nau., "HTN Planning: Complexity and Expressivity.", (6) Dana S. Nau,"Hierarchical Task Network Planning", Lecture slides for Automated Planning: Theory and Practice

69 I. Killzone 2 (1 ) II. The Sims 3 AI 10 III. (5 ) IV.

70 The Sims AI Based on: Richard Evans, Modeling Individual Personalities in The Sims 3, itiesinthesims3.pdf

71 The Sims Screen

72 The Sims 3 (1) (2) Sim

73 The Sims 3 (1) (2) Sim

74 Sim

75 The Sims Spore DiGRA Japan

76 The Sims Meta Peer Sub Meta Peer Sub [ ] Happiness PeerAI(= )

77 Data (Class, Sate) Graphics (sprites, z- buffers) Animations (skeletal) Sound Effects Code (Edith) -Main (object thread) -External 1 -External 2 -External 3 Ken Forbus, Simulation and Modeling: Under the hood of The Sims (NorthWerstern )

78 Ken Forbus, Simulation and Modeling: Under the hood of The Sims (NorthWerstern )

79 Toilet Mood +26 -Urinate (+40 Bladder) -Clean (+30 Room) -Unclog (+40 Room) Hunger +20 Comfort -12 Hygiene -30 Bladder -75 Energy +80 Fun +40 Social +10 Room -60 Bathtub Mood +20 -Take Bath(+40 Hygiene) (+30 Comfort) -Clean (+20 Room) Mood +18 [ ] Happiness Mood

80 Mood w_ w_ w_ w_ = Mood ( ) w_ w_ w_ w_ Mood = W_Hunger * Hunger + W_Engergy * Energy +

81 Mood Mood

82 Mood

83 Mood

84 The Sims Spore DiGRA Japan

85 The Sims 3 (1) (2) (3) (4)

86 The Sims 3 (1) (2) (3) (4)

87

88

89 The Sims 3 (1) (2) (3) (4)

90

91

92

93 The Sims 3 (1) (2) (3) (4)

94

95 The Sims 3 (1) (2) (3) (4)

96 AI

97 The Sims 3 (1) (2) Sim

98 Maslow

99 (1) (2)

100 (1) (2)

101 (1) Sim 80 (2) (3)

102

103 (1) (2)

104

105 Sim

106 I. Killzone 2 (1 ) II. The Sims 3 AI 10 III. (5 ) IV.

107

108 FPS( ) FPS.

109

110

111 Killzone 2 The Sims 3 ChromeHounds WCCF [ ] DiGRA JAPAN WCCF AI

112

113 I. Killzone 2 (1 ) II. The Sims 3 AI 10 III. (5 ) IV.

114 (1) IGDA (2) IGDA SIG-AI (3) in mixi SIG-AI mixi ML SIG-AI

115 IGDA ( ) SIG-AI 13 SIG-AI Meeting AI Progammers Dinner ( GDC ) AI Round Table

116 AI Game Programmers Guild

117 AIWisdom.com

118 AI Summit (GameWatch) AI AI AI (4gamers)

119 AI/Procedural/BoardGame 60/30/30 = 120

120

121

122 ( GLOCOM ) 3D CG ( ) ) ( ) HAL ( )/ D D ( ) ( ) HORI

123 AI

124 Twitter Bot _Boogiepop bot (Nunnal y_bot )

125 Twitter: timeofeve

126

127 Blog y_miyake

00 10 GDC2010 twitter: miyayou

00 10 GDC2010 twitter: miyayou 1 GDC21 y.m.416@gmail.com twitter: miyayou 1 GDC21 y.m.416@gmail.com twitter: miyayou GDC 21 AWARD Expo Case Studies: AI in Recent Games miyayou@gdc21 3/9 3/1 3/11 3/12 3/13 Suspending Disbelief: Bringing

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