Perspective for New Frontier of Digital Game AI GDC2009 From Software, Inc
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1 Perspective for New Frontier of Digital Game AI GDC2009 FromSoftware, Inc
2 Perspective for New Frontier of Digital Game AI GDC2009 From Software, Inc
3 (10 ) (30 ) (15 ) (5 )
4 GDC 07,08,09, Austin GDC
5 1 (10 )
6 GDC GDC GDC PS3,Xbox260,Wii,PC /
7 AI Summit Introduction and Welcome Preparing for the Future: As a Professional Game AI Developer, What Should I Know? Panel miyayou@gdc2009 3/23 3/24 3/25 3/26 3/27 #define Game AI Animating in a Complex World: Integrating AI and Animation 2008 AI Postmortems: SPORE, GEARS OF WAR 2, and BIOSHOCK (Panel) AI and Designers: Mind the Gap (Panel) Toward Solving Pathfinding Characters Welcome: Next Steps Towards Human AI(Panel) Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters When Good AI Goes Bad: Tools, Techniques, and Strategies for Testing and Debugging AI From the Ground Up: AI Architecture and Design Patterns The Photoshop of AI: Debating the Structure vs Style Decomposition of Game AI Beyond Behavior: An Introduction to Knowledge Representation Parallelism in AI: Multithreading Strategies and Opportunities for Multi-core Architectures Authoring Runtime Animation and Character Physics with Morpheme 2.0 Threaded AI For The Win! Real-Time Deformation and Fracture Finite Element Simulation and its Use in STAR WARS: THE FORCE UNLEASHED Character Pathfinding And Animation: How to Make Them Work Together AI Panel &Discussio n On the War Path: Tactical AI in DAWN OF WAR 2 From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Experiences Creating a Great MMO: How Mythic Entertainment Solved Production Challenges using Autodesk Kynapse Middleware and 3ds Max On WARHAMMER ONLINE: AGE OF RECKONING HALO WARS: The Terrain of Next-Gen AI lecture Procedural Procedural and Multi-Core Techniques To Take Visuals to the Next Level Artificial Intelligence SIG State-Based Scripting in UNCHARTED: DRAKE S FORTUNE and UNCHARTED 2: AMONG THIEVES Lionhead Experiments Revealed Player s Expression: The Level Design Structure Behind FAR CRY 2 and Beyond? Game Design
8 AI Summit Introduction Breaking and Welcome the Cookie-Cutter: Modeling Individual #define Game AI Personality, Mood, and Emotion Preparing AI for the Summit Future: in Characters As a Professional When Good AI Goes Bad: Game Developer, Tools, Techniques, What Should I Know? Panel Animating in a Complex World: Integrating AI and Animation 2008 AI Postmortems: SPORE, GEARS OF WAR 2, and BIOSHOCK (Panel) miyayou@gdc2009 3/23 3/24 3/25 3/26 3/27 AI and Designers: Mind the Gap (Panel) Toward Solving Pathfinding Characters Welcome: Next Steps Towards Human AI(Panel) and Strategies for Testing and Debugging AI From the Ground Up: AI Architecture and Design Patterns Authoring Runtime Animation and Character Physics with Morpheme 2.0 Threaded AI For The Win! The Photoshop of AI: Real-Time Deformation Debating the and Fracture Structure vs Style Finite Element Modular Simulation Decomposition of Game AI and Procedural its Use in STAR Rigging WARS: Beyond Behavior: An Introduction to Knowledge Representation Parallelism in AI: Multithreading Strategies and Opportunities for Multi-core Architectures On the War Path: Tactical AI in DAWN OF WAR 2 From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Experiences Creating a Great MMO: How Mythic Entertainment Solved Production Challenges using Autodesk Kynapse Middleware and 3ds Max On WARHAMMER ONLINE: THE FORCE UNLEASHED AGE OF RECKONING Character Pathfinding And Animation: How to Make Them Work Together AI Panel &Discussio n HALO WARS: The Terrain of Next-Gen AI lecture Procedural Procedural and Multi-Core Techniques To Take Visuals to the Next Level Artificial Intelligence SIG State-Based Scripting in UNCHARTED: DRAKE S FORTUNE and UNCHARTED 2: AMONG THIEVES Lionhead Experiments Revealed Player s Expression: Dynamic Walking The Level Design Structure with Behind Semi-Procedural FAR CRY 2 and Animation Beyond? Game Design
9 3/23 3/24 3/25 3/26 3/27 AI Summit Introduction Breaking and Welcome the Cookie-Cutter: Modeling Individual #define Game AI Personality, Mood, and Emotion Preparing AI for the Summit Future: in Characters As a Professional When Good AI Goes Bad: Authoring Game Developer, Tools, Techniques, Morpheme2.0 What Should I Know? Panel Animating in a Complex World: Integrating AI and Animation SPORE, 2008 AI Postmortems: SPORE, GEARS OF WAR 2, and BIOSHOCK (Panel) GEAR OF WAR2, BIOSHOCK AI and Designers: Mind the Gap (Panel) Toward Solving Pathfinding Characters Welcome: Next Steps Towards Human AI(Panel) and Strategies for Testing and Debugging AI From the Ground Up: AI GTA Architecture 4 and Design Patterns Runtime Animation and Character Physics with Morpheme 2.0 Threaded AI For The Win! The Photoshop of AI: Real-Time Deformation Debating the and Fracture Modular Structure vs Style Finite Element Simulation Decomposition of Game AI Halo3 Procedural and its Use Rigging in STAR WARS: Beyond Behavior: An Introduction to Knowledge Representation Parallelism in AI: Multithreading Strategies and Opportunities for Multi-core Architectures On the War Path: Tactical AI in DAWN OF WAR 2 From COUNTER-STRIKE LEFT 4 to LEFT 4 DEAD: Creating DEAD Replayable Cooperative Experiences Creating a Great MMO: How Mythic Entertainment Solved Production Challenges using Autodesk Kynapse Middleware and 3ds Max On WARHAMMER ONLINE: THE FORCE UNLEASHED AGE OF RECKONING Character Pathfinding And Animation: How to Make Them Work Together AI Panel &Discussio n DAWN OF WAR 2 HALO WARS: The Terrain of Next-Gen AI lecture Procedural Procedural and Multi-Core Techniques To Take Visuals to the Next Level Artificial Intelligence SIG UNCHARTED: State-Based Scripting in UNCHARTED: DRAKE S DEAKES FORTUNE and UNCHARTED 2: AMONG FORTUNE THIEVES Lionhead Experiments Revealed Player s Dynamic Expression: Walking The Unity Level with Design Structure Behind Semi-Procedural FAR CRY 2 and Animation Beyond? 3D Engine Game Design
10 3/23 3/24 3/25 3/26 3/27 Pathfinding AI Summit Introduction Breaking and Welcome the Cookie-Cutter: Procedural and On the War Path: Modeling Individual Multi-Core Techniques Personality, Tactical AndAI #define Game AI To Take Visuals to the in DAWN OF WAR 2 Mood, and Emotion Next Level Preparing for the Future: in Characters Animation AI Summit As a Professional When Good AI Goes Bad: Pathfinding Authoring Game Developer, Tools, Techniques, AI Test & Runtime Animation Artificial Intelligence SIG What Should I Know? and Strategies and Character AndPhysics Panel for Testing Debugging with Morpheme 2.0 and Debugging AI Pathfinding Animating Animation in a Complex World: From State-Based Scripting Integrating And From the Ground Up: COUNTER-STRIKE in UNCHARTED: AI and AI Architecture Parallelism Threaded AI to LEFT 4 DEAD: DRAKE S FORTUNE Animation and Structure Design Patterns The Win! Meta AI Creating Replayable and UNCHARTED 2: 2008 AI Postmortems: For AI Cooperative Experiences AMONG THIEVES SPORE, Vs GEARS OF WAR 2, The Photoshop of AI: Real-Time Deformation Creating a Great MMO: and BIOSHOCK Debating the and Fracture How Mythic Entertainment Style Pathfinding Modular (Panel) Structure vs Style Solved Production Challenges Lionhead Experiments Finite Element Simulation using Autodesk Kynapse Revealed Decomposition of Game AI Animation Procedural and its Use And Middleware and 3ds Max AI and Designers: Rigging in STAR WARS: On WARHAMMER ONLINE: Mind the Gap THE FORCE UNLEASHED AGE Animation OF RECKONING (Panel) Beyond Behavior: An Introduction to Player s Expression: Character Pathfinding Dynamic Walking Pathfinding Knowledge Representation The Level Design Toward And Animation: HALO WARS: Procedural with Structure Solving Pathfinding How to And Make Them The Terrain of Next-Gen in AI: Behind Semi-Procedural And FAR CRY 2 Work Together Characters Welcome: Multithreading Parallelism Animation Strategies Animation and Animation Beyond? Animation Next Steps and Opportunities for Towards Human AI(Panel) Multi-core For Architectures AI AI Panel AI Procedural Game &Discussio lecture Design n
11 2009 GDC AI (1) (2) (3) (4) (5) (6) (7) (8) (9) structure vs style (8) Morpheme, Kynapse
12 1 (10 )
13
14
15
16
17
18 IK D D D D D - -
19
20 3/23 3/24 3/25 3/26 3/27 AI Summit Introduction Breaking and Welcome the Cookie-Cutter: Modeling Individual #define Game AI Personality, Mood, and Emotion Preparing AI for the Summit Future: in Characters As a Professional When Good AI Goes Bad: Authoring Game Developer, Tools, Techniques, Morpheme2.0 What Should I Know? Panel Animating in a Complex World: Integrating AI and Animation SPORE, 2008 AI Postmortems: SPORE, GEARS OF WAR 2, and BIOSHOCK (Panel) GEAR OF WAR2, BIOSHOCK AI and Designers: Mind the Gap (Panel) Toward Solving Pathfinding Characters Welcome: Next Steps Towards Human AI(Panel) and Strategies for Testing and Debugging AI From the Ground Up: AI GTA Architecture 4 and Design Patterns Runtime Animation and Character Physics with Morpheme 2.0 Threaded AI For The Win! The Photoshop of AI: Real-Time Deformation Debating the and Fracture Modular Structure vs Style Finite Element Simulation Decomposition of Game AI Halo3 Procedural and its Use Rigging in STAR WARS: Beyond Behavior: An Introduction to Knowledge Representation Parallelism in AI: Multithreading Strategies and Opportunities for Multi-core Architectures On the War Path: Tactical AI in DAWN OF WAR 2 From COUNTER-STRIKE LEFT 4 to LEFT 4 DEAD: Creating DEAD Replayable Cooperative Experiences Creating a Great MMO: How Mythic Entertainment Solved Production Challenges using Autodesk Kynapse Middleware and 3ds Max On WARHAMMER ONLINE: THE FORCE UNLEASHED AGE OF RECKONING Character Pathfinding And Animation: How to Make Them Work Together AI Panel &Discussio n DAWN OF WAR 2 HALO WARS: The Terrain of Next-Gen AI lecture Procedural Procedural and Multi-Core Techniques To Take Visuals to the Next Level Artificial Intelligence SIG UNCHARTED: State-Based Scripting in UNCHARTED: DRAKE S DEAKES FORTUNE and UNCHARTED 2: AMONG FORTUNE THIEVES Lionhead Experiments Revealed Player s Dynamic Expression: Walking The Unity Level with Design Structure Behind Semi-Procedural FAR CRY 2 and Animation Beyond? 3D Engine Game Design
21 3/23 3/24 3/25 3/26 3/27 Pathfinding AI Summit Introduction Breaking and Welcome the Cookie-Cutter: Procedural and On the War Path: Modeling Individual Multi-Core Techniques Personality, Tactical AndAI #define Game AI To Take Visuals to the in DAWN OF WAR 2 Mood, and Emotion Next Level Preparing for the Future: in Characters Animation AI Summit As a Professional When Good AI Goes Bad: Pathfinding Authoring Game Developer, Tools, Techniques, AI Test & Runtime Animation Artificial Intelligence SIG What Should I Know? and Strategies and Character AndPhysics Panel for Testing Debugging with Morpheme 2.0 and Debugging AI Pathfinding Animating Animation in a Complex World: From State-Based Scripting Integrating And From the Ground Up: COUNTER-STRIKE in UNCHARTED: AI and AI Architecture Parallelism Threaded AI to LEFT 4 DEAD: DRAKE S FORTUNE Animation and Structure Design Patterns The Win! Meta AI Creating Replayable and UNCHARTED 2: 2008 AI Postmortems: For AI Cooperative Experiences AMONG THIEVES SPORE, Vs GEARS OF WAR 2, The Photoshop of AI: Real-Time Deformation Creating a Great MMO: and BIOSHOCK Debating the and Fracture How Mythic Entertainment Style Pathfinding Modular (Panel) Structure vs Style Solved Production Challenges Lionhead Experiments Finite Element Simulation using Autodesk Kynapse Revealed Decomposition of Game AI Animation Procedural and its Use And Middleware and 3ds Max AI and Designers: Rigging in STAR WARS: On WARHAMMER ONLINE: Mind the Gap THE FORCE UNLEASHED AGE Animation OF RECKONING (Panel) Beyond Behavior: An Introduction to Player s Expression: Character Pathfinding Dynamic Walking Pathfinding Knowledge Representation The Level Design Toward And Animation: HALO WARS: Procedural with Structure Solving Pathfinding How to And Make Them The Terrain of Next-Gen in AI: Behind Semi-Procedural And FAR CRY 2 Work Together Characters Welcome: Multithreading Parallelism Animation Strategies Animation and Animation Beyond? Animation Next Steps and Opportunities for Towards Human AI(Panel) Multi-core For Architectures AI AI Panel AI Procedural Game &Discussio lecture Design n
22 Animation(1) Pathfinding And Animation 6) Procedural Animation(1) Morpheme2.0 Unity 3D Engine Kynapse
23 2009 GDC AI (1) (2) (3) (4) (5) (6) (7) (8) (9) structure vs style (8) Morpheme, Kynapse
24 AI GDC09
25 (30 )
26
27 If (H(t) > 0.5) goto GetFood (t) sin(1/24*t)
28 If (H(t) > 0.5) goto GetFood Else Sleep (t) sin(1/24*t)
29 If (0.8*H(t) > 0.5) goto GetFood Else Sleep (t) sin(1/24*t)
30 If (H(t) > 0.8 && S(t) < 0.1) goto GetFood Else If (H(t) < 0.3 && S(t) > 0.7) goto Sleep Else Free_Walk (t) sin(1/24*t) (t) sin(1/48*t)
31 () If (0.5*H(t) > 0.8 && S(t) < 0.1) goto GetFood Else If (H(t) < 0.3 && 1.5*S(t) > 0.7) goto Sleep Else Free_Walk (t) sin(1/24*t) (t) sin(1/48*t)
32
33 If (H(t) > 0.8 && S(t) < 0.1) goto GetFood Else If (H(t) < 0.3 && S(t) > 0.7) goto Sleep Else If( (1-H(t))*D(t) < 0.9) Goto Fight Else Free_Walk (t) sin(1/24*t) (t) sin(1/48*t) D(t) 1/
34 []
35 Mat Buckland H(t) = 0.8 * ((1 / ) Mat Buckland
36 Chromehounds (Fromsoftware, Xbox360,2006) Chrome Hounds
37 Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters The Sims 3 (Maxis, EA) Trait Wish Sims Getting Smarter: AI in The Sims 3(IGN) GDC09
38 The Sims Spore DiGRA Japan
39 The Sims Meta Peer Sub Meta Peer Sub [] Happiness Sims (not under direct player control) choose what to do by selecting, from all of the possible behaviors in all of the objects, the behavior that maximizes their current happiness. PeerAI(=)
40 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 )
41 Ken Forbus, Simulation and Modeling: Under the hood of The Sims (NorthWerstern )
42 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
43 Happiness w_ w_ w_ w_ = Mood ( ) w_ w_ w_ w_ Hapiness = W_Hunger * Hunger + W_Engergy * Energy +
44 Happiness Hapiness
45 Happiness
46 Happiness
47 The Sims Spore DiGRA Japan
48 The Sims 3 GDC09
49 Spore(Maxis, EA, 2008) Sims Engine
50
51 (30 )
52
53 Beyond Behavior: An Introduction to Knowledge Representation
54 Beyond Behavior: An Introduction to Knowledge Representation GDC09
55
56
57
58
59
60 (1) AI 1KillzoneNPC (2) Bungie Publication Site (Damian Isla Halo AI ) (3) (CEDEC2007 ) MIT
61 (30 )
62
63 Jeff Orkin F.E.A.R.(Monolith Soft) World Sensors Targeting Working Memory Planner Navigation Blackboard Animation / Movement Weapons World Blackboard Jeff Orkin
64 Animating in a Complex World: Integrating AI and Animation Christian Gyrling(Naughty Dogs) Order Request Handle Status
65 AI
66
67 Character Logic Animation Logic (Locomotion System) Navigation System
68 Character Logic Animation Logic (Locomotion System) Navigation System
69 (30 )
70
71 Inverse Kinematics Ragdoll
72 Inverse Kinematics Ragdoll
73
74 3/23 3/24 3/25 3/26 3/27 Pathfinding AI Summit Introduction Breaking and Welcome the Cookie-Cutter: Procedural and On the War Path: Modeling Individual Multi-Core Techniques Personality, Tactical AndAI #define Game AI To Take Visuals to the in DAWN OF WAR 2 Mood, and Emotion Next Level Preparing for the Future: in Characters Animation AI Summit As a Professional When Good AI Goes Bad: Pathfinding Authoring Game Developer, Tools, Techniques, AI Test & Runtime Animation Artificial Intelligence SIG What Should I Know? and Strategies and Character AndPhysics Panel for Testing Debugging with Morpheme 2.0 and Debugging AI Pathfinding Animating Animation in a Complex World: From State-Based Scripting Integrating And From the Ground Up: COUNTER-STRIKE in UNCHARTED: AI and AI Architecture Parallelism Threaded AI to LEFT 4 DEAD: DRAKE S FORTUNE Animation and Structure Design Patterns The Win! Meta AI Creating Replayable and UNCHARTED 2: 2008 AI Postmortems: For AI Cooperative Experiences AMONG THIEVES SPORE, Vs GEARS OF WAR 2, The Photoshop of AI: Real-Time Deformation Creating a Great MMO: and BIOSHOCK Debating the and Fracture How Mythic Entertainment Style Pathfinding Modular (Panel) Structure vs Style Solved Production Challenges Lionhead Experiments Finite Element Simulation using Autodesk Kynapse Revealed Decomposition of Game AI Animation Procedural and its Use And Middleware and 3ds Max AI and Designers: Rigging in STAR WARS: On WARHAMMER ONLINE: Mind the Gap THE FORCE UNLEASHED AGE Animation OF RECKONING (Panel) Beyond Behavior: An Introduction to Player s Expression: Character Pathfinding Dynamic Walking Pathfinding Knowledge Representation The Level Design Toward And Animation: HALO WARS: Procedural with Structure Solving Pathfinding How to And Make Them The Terrain of Next-Gen in AI: Behind Semi-Procedural And FAR CRY 2 Work Together Characters Welcome: Multithreading Parallelism Animation Strategies Animation and Animation Beyond? Animation Next Steps and Opportunities for Towards Human AI(Panel) Multi-core For Architectures AI AI Panel AI Procedural Game &Discussio lecture Design n
75 Killzone 2
76 From COUNTER-STRIKE to LEFT 4 DEAD: On the War Path: Tactical AI in DAWN OF WAR 2 Creating a Great MMO: using Autodesk Kynapse Middleware and 3ds Max On WARHAMMER ONLINE: AGE OF RECKONING Animating in a Complex World: Integrating AI and Animation Character Pathfinding And Animation: How to Make Them Work Together Toward Solving Pathfinding Dynamic Walking with Semi-Procedural Animation Authoring Runtime Animation and Character Physics with Morpheme 2.0 Modular Procedural Rigging
77 On the War Path: Tactical AI in DAWN OF WAR 2 Creating a Great MMO: using Autodesk Kynapse Middleware and 3ds Max On WARHAMMER ONLINE: AGE OF RECKONING Animating in a Complex World: Integrating AI and Animation Character Pathfinding And Animation: How to Make Them Work Together Toward Solving Pathfinding Dynamic Walking with Semi-Procedural Animation Authoring Runtime Animation and Character Physics with Morpheme 2.0 Modular Procedural Rigging
78 On the War Path: Tactical AI in DAWN OF WAR 2 Creating a Great MMO: using Autodesk Kynapse Middleware and 3ds Max On WARHAMMER ONLINE: AGE OF RECKONING Animating in a Complex World: Integrating AI and Animation Character Pathfinding And Animation: How to Make Them Work Together Toward Solving Pathfinding Dynamic Walking with Semi-Procedural Animation Authoring Runtime Animation and Character Physics with Morpheme 2.0 Modular Procedural Rigging
79 3/25 Authoring Runtime Animation and Character Physics with Morpheme 2.0 NaturalMotion FSM GUI
80 3/27 Dynamic Walking with Semi-Procedural Animation
81
82
83
84 (1) Locomotion System (Rune Skovbo Johansen ) (2) Unity Locomotion System
85 3/25 Character Pathfinding And Animation: How to Make Them Work Together Pierre Pontevia, Senior Director of Product Development, Autodesk Robert Lanciault, Senior Product Engineer, Autodesk
86 Company of Heroes From the book: AI Game Programming Wisdom Company of Heroes Squad Formations Explained Chris Jurney (Kaos Studios) 2.11 Postprocessing for High-Quality Turns Chris Jurney (Kaos Studios)
87 Toward More Realistic Pathfinding
88 3/25 Character Pathfinding And Animation: How to Make Them Work Together Pierre Pontevia, Senior Director of Product Development, Autodesk Robert Lanciault, Senior Product Engineer, Autodesk Pathfinding Path Smoothing Dynamic Avoidance
89 3/26 Creating a Great MMO: How Mythic Entertainment Solved Production Challenges using Autodesk Kynapse Middleware and 3ds Max On WARHAMMER ONLINE: AGE OF RECKONING
90 3/26 Creating a Great MMO: How Mythic Entertainment Solved Production Challenges using Autodesk Kynapse Middleware and 3ds Max On WARHAMMER ONLINE: AGE OF RECKONING
91 Killzone 2
92 (1) AI 1KillzoneNPC (2) Killzone2 Dynamic Pathfinding
93 3/26 On the War Path: Tactical AI in DAWN OF WAR 2 AI AI AI AI
94 AI
95
96 Dawn Of War Chris Jurney Relic A*
97 (semi)
98
99 (10 )
100
101
102
103 ( )
104
105
106 From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Experiences Counter Strike L4D
107 From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Experiences Counter Strike L4D
108
109
110 From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Experiences Counter Strike L4D
111 From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Experiences Counter Strike L4D
112 (1) Valve (GameWatch) (2) ValveCounter-StrikeLeft 4 Dead AI (GameWatch) (3) Valve SoftwarePhysical Gameplay in Half-Life2 (GameWatch) () (4) Left 4 Dead Interview (Eurogamer) (5) (4gamers) Left 4 Dead Co-op
113 Valve (1) How To Go From PC to Console Development (GDC 2008) latformdevelopment.pdf (2) GRID Broadband Content Delivery Platform (GDC 2008) ionwithapurpose_tf2.pdf (3) Source Engine
114 TEAM FORTRESS 2
115 Halo3 Heatmap
116 AI 10 International Game Designers Panel AI ( )
117 (CEDEC2007 )
118 Left 4 Dead Left 4 Dead
119
120
121 NPC (user generated contents) MMO FableLionhead Studio Façade (Michal Metas, CMU,Oz Project)
122 (1) FABLE (XBOX, Lionhead Studio, published by Microsoft) (2) Façade (3) Oz Project
123 ()
124 (1) IGDA (2) IGDA SIG-AI (3) in mixi SIG-AI mixi ML SIG-AI (4) CEDEC 2009 AI Day
125 AiGameDev.com Alex.J.Champandard
126 IGDA SIG-AI 12 SIG-AI Meeting AI Progammers Dinner ( ) Neil Kirby and Steve Woodcock AIKirby
127 AI Game Programmers Guild
128 AIWisdom.com
129 (1) AI Summit (GameWatch) AI (2) AI AI (4gamers) (3) 4 th Annual AI Programmers Dinner (Gamasutra) (4) 8 th Annnual AI Programmers Dinner
130 IA on AI Dave Mark Intrinsic Algorithm
131
132 (IGDA Japan )
00 10 GDC2010 twitter: miyayou
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