Agenda
Game AI Fireside Chat with Damian Isla and Jeff Orkin: Celebrating 20+ Years of Behavior Trees and Automated Planning Systems
Over 20 years ago, game AI hit a brick wall with Finite State Machines as the primary architecture for game AI. Damian and Jeff each independently developed alternatives that scaled better, were easier to author, and were more expressive. Celebrate 20+ years of Behavior Trees and Automated Planning Systems as we reminisce about those pivotal years in game AI on Halo 2 and F.E.A.R., what led to each breakthrough, how it has evolved since then, and where it's likely to go in the future.
Takeaway
Understand the impetus and development of two pivotal game AI architectures, Behavior Trees and Automated Planning Systems, from the creators themselves. Hear where they see game AI architectures moving to in the future.