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Off the Beaten Path: Non-Traditional Uses of AI
In the game industry, AI is typically thought of as a collection of simple tools used to make characters "do things." This lecture will show three different ways that people have leveraged more esoteric AI techniques in manners not traditionally seen in games. Jeff Orkin (MIT Media Lab) will show how he used data-capture of players from his project, The Restaurant Game, and how data-capture can be used to generate not only actions, but procedural dialog as well. Ian Horswill and Leif Foged (Northwestern) will show how constraint-based procedural level design for roguelikes can generate content, yet still satisfy designers' needs and desires. Lastly, Stephane Bura (Storybricks) will discuss using AI techniques to contextually parse the player's actions, to give him or her more control over NPCs. All three sections promise to give attendees something new and different to ponder when they approach their own projects.
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