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Anna Kipnis (Senior Prototyper & Game Designer, Google)
Pass Type: All Access Pass, Core+Summits Pass, Summits Pass - Get your pass now!
Vault Recording: TBD
Audience Level: All
One of the most difficult problems in crafting a believable character AI is accounting for every conceivable interaction the player may have with your character, and the tedious process of creating the glue between the player action and the content you've created for your game. But what if you could use Semantic ML to skip that glue step entirely? What if you could use this tool not just for your AI, but for customizing quests at runtime, based on the choices the player has made in the game so far, or in response to emergent events? In this session, several demos using Semantic ML will be presented, showing how it can be used to quickly prototype and craft an AI and its personality using just a simple spreadsheet, how it could be used in service of an AI Director -- a sort of Dungeon Master of the game that chooses content appropriate to what has transpired so far, and best of all: how a natural language interface that doesn't require intervention from a programmer can allow the developer to solve problems at a higher level of abstraction, using the English language instead of simulation variables, and empower the less technical members of the team to contribute creatively to a game's development.
Learn about an approach to game AI that lets you prototype using plain English in a spreadsheet. See how the tech can be used to dynamically decide which content to have for quest generation, for picking the weather, choosing dialog, actions for a character, and more, based on emergent events.
This talk is for designers, programmers, and anyone else interested in AI approaches that can help acknowledge unanticipated player choice and emergent events without the developer having to explicitly account for every possible interaction or game state permutation.