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AI For Generated Worlds
Since the beginning of games, most AI has been constructed in pre-made, hand-designed worlds. This gave AI programmers the advantage of being able to give agents detailed fore-knowledge of the environment it would be acting in. In recent years, however, many new titles particularly in the indie space have started relying on procedurally generated world or level generation. While much has been said about how to create compelling algorithmic worlds, what often goes unsaid is how to craft AI that can be just as compelling in those one-off worlds without the advantage of human level markup. In this lecture, Dam'n Isla and John Abercrombie will discuss their work in their respective titles, The Flame in the Flood, and Fortnite, showing how they designed their AI "extra spatially funsmart" in any environment.
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