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AI Summit: Modularize Your AI Tools to Create Behavior Instead of Code
When authoring behavior for game AI we must reason about a broad range of systems and their associated data. Commonly, this reasoning is formulated by means of visual scripting languages and behavior trees (among others). These tools often introduce challenges for reusability, and managing data dependencies in complex worlds.In this talk, Sam Fay-Hunt demonstrates a framework to modularize game AI concepts into compartmentalized, reusable components. This system is highly suited to reasoning about, and describing properties of, environments or situations. He describes the core pillars of its design, and how it can be used to augment existing behavior authoring systems to empower designers to incorporate powerful concepts such as quality, danger, or utility into decision making.
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