You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: AI For Generated Worlds
Speaker(s): Damian Isla, John Abercrombie
Company Name(s): The Molasses Flood, Epic
Track / Format: AI Summit

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: 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.

GDC 2016

Damian Isla

The Molasses Flood

John Abercrombie

Epic

free content

AI Summit

AI