Presented by Steve Rabin, Principal Lecturer, Computer Science, DigiPen Institute of Technology
Over the last 40 years, game AI professionals have crafted many architectures to allow humans to program agent behavior in video games. These game AI architectures can be thought of as domain specific languages with the goal of being powerful, scalable, modular, expressive, concise, easy to debug, and easy to reason about. We’ll take a tour through a handful of architectures in this unique field and see how each manages to excel. While not directly applicable outside of the game industry, hopefully clever aspects resonate with your own problem space and offer inspiration for your current or future challenges.
About the presenter
Steve Rabin has been a principal figure in the game AI community for almost two decades. After working as an AI engineer at several Seattle startups, he managed and edited nine game AI and game development books, including the recent “Game AI Pro” series, the “AI Game Programming Wisdom” series, and the book “Introduction to Game Development”. He’s been an invited keynote speaker at several academic AI conferences, founded the AI Game Programmers Guild in 2008, and has organized the annual AI Summit at the Game Developers Conference for the last 11 years. Steve has taught game AI since 2006 at the DigiPen Institute of Technology and has 14 issued U.S. patents. He earned a B.S. in Computer Engineering and an M.S. in Computer Science, both from the University of Washington.