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Session Name:

Less A More I: Using Psychology in Game AI

Overview:

When dealing with game AI characters, psychology can't help but come into play. Players process what they see and experience through a filter of expectations. We expect human-like game characters to exhibit human-like traits. A by-product of the quest to improve AI decisions, however, is that characters can begin to "feel" robotic and sterile. This session will begin by showing various psychological biases that we as game players bring to the experience. We will then show how characters can be imbued with simple affects to exploit these expectations in order to seem more "alive" and believable.

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  • GDC 2012
  • Dave Mark
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  • Brian Schwab
  • Blizzard Entertainment
  • free content
  • AI Summit
  • AI