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Monday, February 27 & Tuesday, February 28, 2017

The AI Summit features panels and lectures from top game AI programmers in the industry. Organized as a collective effort by the AI Game Programmers Guild, this event promises to give you an inside look at key architectures and issues within successful commercial games, as well as let you eavesdrop on conversations, debates, and rants on how game AI can move forward. This summit is targeted toward the intermediate to advanced programmer who wants deeper insight into the world of game AI, however anyone who is interested in what AI can offer next generation games will find invaluable insights and lessons from the speakers.

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Crafting AI for Epic Boss Battles in Warframe
Daniel Brewer (Digital Extremes)
Creating an epic, enjoyable boss battle is a challenge that pulls in many different factors of game development. Crafting the AI for bosses often involves unique challenges that are not often encountered when working on AI for the rest of the NPCs. By analyzing some examples from the popular free-to-play game, Warframe, this talk explores some of typical challenges faced when crafting AI for boss battles and offers design and engineering advice for pulling all the disparate elements together to produce a spectacular encounter for players.
Creating the NPCs of Tom Clancy's The Division
Philip Dunstan (Massive Entertainment)
Drew Rechner (Massive Entertainment)
This presentation explores the design and creation of the combat NPCs that populate Tom Clancy's The Division. NPC Designer Drew Rechner and AI Programmer Philip Dunstan will show, from design through to implementation, how the NPC AI handles the combination of open world gameplay and Level Designer scripted encounters that exist in The Division. Particular focus will be placed on the ways in which Level Designers can influence the NPC systemic behavior, both before and during combat, to create interesting combat encounters.
Have Fun Storming the Castle! Siege Battle AI in Total War: Warhammer
Andre Arsenault (Creative Assembly)
In modern games, much of the focus of AI is on individual, agent-based decision AI - essentially "every man for himself". Some work has been done, of course, on multi-agent, squad-based AI as well. But what do you do when you are dealing with the siege of a castle that may pit hundreds of attackers against hundreds of defenders? A proper siege is a complex machine of roles, responsibilities, and reactions on a large scale. In this lecture, we will show the approach used in Total War: Warhammer to create the very specialized high-level AI to guide these massive armies in a way that provides a convincing, epic-scale battle, and yet also serves the design needs of the game. This talk will include topics ranging from general attack strategy through threat analysis for defenders. There wil lalso be a recap of the history of why many of the changes were made.


Aleissia Laidacker
Aleissia is a game programmer-designer-producer who has been working as a programmer for 16 years and developing games at Ubisoft for 10 of them. She was Lead AI on multiple Assassin's Creed games. Her passion for design has pushed her teams to think about why we are developing our games rather than just how we develop them. She empowers her teams to think outside of the box through game jams and experimentation. As part of the Diversity Committee at Ubisoft, she mentors kids and gives talks at schools to inspire young girls to pursue careers in tech and games.
Dave Mark
Intrinsic Algorithm
Dave is the president and lead designer of Intrinsic Algorithm, an independent game development studio in Omaha, Nebraska. He does consulting on AI, game design, and mathematical modeling for clients ranging from small indie game studios to AAA companies including such as EA and Sony Online Entertainment. Dave is the author of the book "Behavioral Mathematics for Game AI" and is a contributor to the "AI Game Programming Wisdom" and "Game Programming Gems" book series from Charles River Media. He has also spoken at numerous game conferences and universities around the world on the subjects of AI, game theory, and psychology. He is a founding member of the AI Game Programmers Guild and has been a co-advisor for the previous AI Summits at GDC. Dave continues to further his education by attending the University of Life. He has no plans to graduate any time soon.
Steve Rabin
DigiPen Institute of Technology
Steve has been a principal figure in the game AI community for over a decade. After working as an AI engineer at several Seattle startups, he managed and edited six game AI books including the recent "Game AI Pro" series and the "AI Game Programming Wisdom" series. He also edited the book "Introduction to Game Development" and has over two dozen articles published in the Game Programming Gems series. He's been an invited keynote speaker at several AI conferences and founded the AI Game Programmers Guild in 2008. Steve has taught game AI since 2006 at the DigiPen Institute of Technology. He earned a B.S. in computer engineering and an M.S. in computer science, both from the University of Washington.