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Games with Freedom: Programming Procedural Generation and AI
When smart programmers work on procedural content generation (PCG) or AI, the results are beautiful. Map generation gave us Minecraft, behavior trees gave us Halo. Neural networks gave us Black & White. By making large investments in tech, we can set ourselves apart from competition and bring the medium and industry further. Basing gameplay on technologically advanced algorithms means walking a fine line between production speed and experiment. To succeed at this aspect it's important to realize what the design goal really is. The session will discuss two games: Reus, in which AI algorithms are serving and Renowned Explorers, in which PCG algorithms are an integral part of the design.
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