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Video games tell stories in which the human player is axis around which the story revolves. The human is expected to have a few setbacks, learn a few skills, and then handily defeat his oppressors and collect his reward. Therefore, artificial intelligence (AI) in video games is usually reactive, subservient, static, and more than a little stupid. In this talk, we will examine the innards of a few commercial video games' robots and discuss why, specifically, they are built the way they are. We will also look to the future and see what new kinds of human/game interactions will emerge from game studios.
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Wolff Dobson received his Ph.D. in Computer Science from Northwestern University, specializing in artificial intelligence and intelligent interfaces for educational software. He worked as a post-doctoral researcher on educational software and distributed visualization systems before taking a job with Visual Concepts (a wholly-owned subsidiary of Sega). At Visual Concepts, he worked on emotional behavior on NBA2K for Dreamcast, and then became co-lead for artificial intelligence on NBA2K1 (which went on to be named Sports Game of the Year by Electronic Gaming Monthly). He now works for iKuni, a newly-formed startup located in Palo Alto, California, specializing in video game AI.
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