Paris Game AI Conference 2010
El pasado 23 y 24 de Junio de 2010 tuvo lugar la Paris Game AI Conference, el mayor evento sobre Inteligencia Artificial y videojuegos del mundo, reuniendo a mas de 300 programadores, desarrolladores, diseñadores y productores de videojuegos.
El programa (detallado abajo) contó con la asistencia de eminencias del sector tales como Noah Falstein, Bruce Blumberg, Paulo Maninetti o Ken Perlin.
June 23rd 2010
9:30 -This year in Game AI
Take a journey through the past 12 months in the games industry, and find out where artificial intelligence in becoming a key technology for modern games.
Phil Carlisle (Indie developer at MindFlock Ltd. and veteran programmer on the WORMS franchise) and Alex Champandard.
10:00 – Tales from the Design Trenches
Listen to veteran developers share war stories, their experiences of how design has changed over the years, and horror stories of working with programers.
Stephane Bura (Designer and writer consultant, previously Creative Director at IOTacle Belgium), Noah Falstein (Freelance designer and producer at The Inspirancy, and LucasArts veteran), and Jurie Horneman (Creative Director at mi’pu’mi, formerly designer/producer at Rocktar and Kalisto).
11:15 – Intimate Conversations with Interactive Animated Characters
Find out about the secret recipe that makes the wide variety of animals in WORLD OF ZOO so compelling to watch and interact with.
Bruce Blumberg (Lead Character Engineer at Blue Fang, Associate Professor at MIT)
12:15 – Middleware Megamix
Stay on top of the most recent developements from the leading artificial intelligence companies, and find out what’s coming down the line.
Autodesk, Havok, MASA Group, PathEngine and Spir.Ops.
14:30 – Navigation Loop:Avoid Turning in Circles with Local Navigation
How do you handle obstacle avoidance locally for single characters, as well as local multi-agent coordination? Find out what works and what works and what doesn’t…
Mikko Mononen (Designer/Programmer specializing in AI, previously Lead AI on CRYSIS at Crytek).
15:15 – Crowds and Pedestrians without Bumper Car Syndrome
Creating believable groups and crowds is both an art and science bridging the gap of character animation, pathfinding and behavior. Listen totips and tricks to help bring you up-to speed with recent games and its technology.
Mikko Mononen, Ken Perlin and Jean-Charles Perrier (Lead Programmer at Quantic Dream, developer on HEAVY RAIN and INDIGO PROPHECY).
16:30 Inside Your Player’s Mind
Do you know what your players think about your AI? Hear about an experiment to figure out exactly how people perceive in-game behaviors
Baylor Wetzel (Developer at Shikigami Games, researcher at the University of Minnesota).
17:00 Psychology Profiling in SILENT HILL: SHATTERED MEMORIES
Player modeling is becoming increasingly popular these days. Find out how games can serve different content based monitoring gameplay.
Gwaredd Mountain (Technical Director at Climax Studios, who also worked on the OVERLORD sequels)
17:40 Metrics, Experience Management and AI Directors
As games become more dynamic, keeping statistics about players is increasingly important. Find out how both offline and online games can benefit.
Jurie Horneman, Stephane Bura, and Gwaredd Mountain.
June 24th 2010
9:00 -Physics-based Racing AI in SUPERBIKE 2010 and SUPERSTARS V8
Finding a balance between physics simulation and AI control is alwais difficult. Learn how it’s done in realistic racing games with racing cars and bikes alike.
Paulo Maninetti (Senior Programer at Milestone, previously Game Programer at Ubisoft).
10:45 -The Evolution of BATTLEFIELD: BAD COMPANI’s AI
Discover wath choices helped DICE improve the AI/gameplay from good to great in their most recent franchise.
Mikael Hedberg (Software Engineer at DICE (Electronic Arts), working on the BATTLEFIELD franchise).
11:45- Building Virtual Toys that Don’t Break
Sandbox-style games and non-linear gameplay are becoming increasingly common. But making AI for such games in much harder. What’s the secret?
Bruce Blumberg and Ulf Johansen (Developer at IO Inreractive in Denmark, who worked on HITMAN: BLOOD MONEY).
14:00 – AI Sandbox Multi-threading
Concurrency. Parrallelism. Multi-thhreading. Regardless of what you call it in practice it’s a pain to deal with! You are not alone…
Alex Champandard (Contractor on KILLZONE 2, previously Senior AI Programer at Rockstar, now Technical Director at AiGameDev.com)
14:45 – EVE Online Characters
Social Interactions in games remains a vastly under-explored area. Fid out how the space stations of CCP’s next expansion are going to be populated.
Claudio Pedica (Researcher at Reykjavík University, currently collaborating with CCP Games).
16: 00 – Modern Procedural Animation
As the cost of hand animation and motion capture increase, more developers are turning to procedural techniques to augment their animation systems.
Ken Perlin (Professor at New York University, Chief Tecnology Advisor at ActorMachine).
17:00 – Take Away and Looking Forward
Higlights from the most interesting topics during the conference and an open discusion about what to look out for over the coming months!
Phil Carlisle, Mikko Mononen and William van der Sterren (Consultant at CGF/AI and contractor on SHELLSHOCK:NAM ’67 and KILLZONE I).
Desafortunadamente la organización del congreso nos permitió grabar las conferencias, ya que quieren tener la exclusiva de la documentación del evento en el area PREMIUM (es decir, de pago), de la pagina web oficial del congreso, donde se pueden consultar también los videos de años anteriores.