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AI is like rendering in that the programmers doing that tend to cluster together at conferences, so they aren't completely siloed. The subfields that don't have
by buzzybee 10y ago
AI is like rendering in that the programmers doing that tend to cluster together at conferences, so they aren't completely siloed. The subfields that don't have that clustering effect are the ones not established enough that it's become a known specialty. Where isolation tends to be more obvious is when looking between different sectors of gaming: people working on mobile F2P have a vastly different view from AAA console devs, and both are likewise different from indie PC devs.
But AI in games does have a bit of an identity issue at times in that the obvious application of game AI(an AI opponent) doesn't represent the broader picture(FSMs appearing in every character controller and interactive element, planners employed in some forms of procedural content generation). With machine learning being the hot thing now, some AI devs are looking for angles to use it, which tends to push them towards backend data work that isn't too far removed from what other web and mobile companies are doing.
- douche 10y agoIn my admittedly limited exposure, game AI and academic/enterprise AI appear to be the most distant of cousins, at best.
- dkersten 10y agoThis is my understanding as well. Game AI is about "looking" intelligent (or as someone else in this thread said, about providing a fun experience to the player) and machine learning is about finding optimal solutions or predictions. Also, nobody wants to run a google-sized deep learning network or what have you in order to train a mere game AI.