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Session Name:

Existential Crisis: Do We Really Need AI?

Overview:

It's easy for AI programmers to look at games and say, "I would have added this" or "they should have fixed that". However, simply asserting that a game could have had better AI only addresses one issue. There are always other factors to consider. How much would it have cost? What were the schedule pressures? And frankly, where does AI fit in the overall vision for the game? Are there even some games that *gasp* don't need better AI? This panel will explore these questions and provide some perspective into where AI fits in this vast universe of game development.

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  • GDC 2012
  • Kevin Dill
  • Lockheed Martin Global Training & Logistics
  • David "Rez" Graham
  • Electronic Arts (Sims Division)
  • Chris Jurney
  • Double Fine Productions
  • Daniel Kline
  • Maxis
  • Steve Rabin
  • Nintendo of America
  • free content
  • AI Summit
  • AI