A PhD in 5 minutes
Paul Taylor
LaTrobe University
2008

Slide 2

Slide 3

The life of Artificial Intelligence in FPS Video Games
(A super brief summary Starring Barry)

Slide 5

Slide 6

Slide 7

Slide 8

Slide 9

Slide 10

Slide 11

Slide 12

Slide 13

Slide 14

Designs were becoming more and more complicated

Slide 16

Slide 17

Slide 18

Regardless of which design is used
These approaches only consider a small subset of the possible applications of AI to game design and development

A few exceptions...

Slide 21

Similar Developments
Aiming assistants
Dynamic difficulty

Slide 23

Slide 24

Slide 25

Slide 26

Hypothesis
Can Artificial Intelligence be used to support game design?

Identifying where the need for Artificial Intelligence in Game Design lies

Slide 29

Surveying the World
The goal was defined
I now needed to see what aspects of many games AI could help

Picking an exceptionally high rating game
Using Uncharted: Drakes Fortune as a test game
90% review rating
Flaws in a highly rated game are likely to exist in poorer games too

The Aspects the Survey Targeted
Focusing on the user experience I finally selected the following aspects of a game and its design

Dissonance

Rhythm

Flow

Difficulty Curves

Slide 37

Slide 38

Ergonomics

Hooks

Slide 41

Slide 42

Slide 43

Personal Factors

Wow Factor

Results
Not quite completed
Already show some areas of significance
Places where many people get lost
Ways in which game ergonomics are built

Implementing the AI

Unreal 2004
UnrealScript
TCP/UDP drivers
SQL Database
Neural Networks running on a PhysX Card

Benefits to Players
A more immersive and enjoyable experience

Benefits to Game Development
A Bigger Audience - $$$
A more enjoyable game to more players

The End