About this Talk
Dungeon Keeper was once called “Game of the Millennium” – whether or not that’s true, Bullfrog Production’s RTS remains an early use of ‘real AI’ in games. Evil minions ran around with high autonomy in a user-generated Dungeon to build emergent gameplay with dark humour. This is the story of how that was done. Retro-AI architecture seeks to inform character behaviours today, with an emphasis on how to build character navigation, motion and spatial perception against constantly changing design directions.
Takeaway
– How to evolve an AI system before you know what the game is…
– …and to tune the AI system against (insane) design and hardware constraints.
– Why AI architecture needs compact data, clear representations, layered functionality, and chains-of-tools.
VALUE: character motion is still a top priority today. What was real-time a couple of decades ago is feasible today: per-character; inside dynamic tool-chains; at search-time; at inference time.