~/talk

The Forgotten AI of Video Games

slides:none on file

Shows concrete game AI work: Unity project for a non-player character walking a demonic hellhound, built navmeshes and A pathfinding with G/H/F cost tuning, then replaces a costly goal-oriented action planning system with a faster hierarchical task network after FPS drops. Covers classic techniques used in production—finite state machines*, behavior trees, blackboards—and specific optimizations (convex polygon navmeshes, tick rates, decorator nodes) and tradeoffs between predictability, emergent behavior and runtime performance.

AI-written summary · about

  1. 0:00Introduction
  2. 1:05AI in video games
  3. 3:58Symbolic AI history
  4. 12:09Symbolic AI examples
  5. 14:38Expert systems
  6. 17:49Finite state machines
  7. 23:56Behavior trees
  8. 30:48Navigation meshes
  9. 36:07A* algorithm
  10. 40:02Goal-oriented planning
  11. 47:49Hierarchical task networks vs GOAP
  12. 53:57Director and utility AI
  13. 57:55Game AI experiences
  14. 1:00:04Q&A
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