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IADaveMark

What AI Problems do YOU want discussed at the AI Summit?

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How an AI manages a large-scale battle in an RPG with many units and unit types. For example - When to retreat, which units should target others, group movement during the battle, consideration of reinforcements.

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I do have a question, and it's a big one, leaving your panel gasping for air :p

It's not game-related, but may be fun to ask anyway.

 

As you may know, RoboCup is a world-wide effort to create intelligent robots. http://www.robocup.org/about-robocup/

RoboCup@home is a part of it, where the aim is to build robots that act intelligently in real-time, interacting with humans in a house or public area. RoboCupRescue aims to build robots to find and help people in disaster locations.

 

A real-world environment is a highly confusing world. A house is a very dis-organized place. Tasks are very diverse, and perhaps not even known beforehand. Real-time interaction puts heavy constraints on what can be computed. In closer interaction (eg lifting someone out of bed, or digging someone out after a house collapsed), safety is a big concern.

 

What can the (game) AI community advice to make this work?

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Maybe to abstract but I would love to get insight in how a professional would approach SRPG/TRPG AI namely how to get good team work rather than just separate entities all just doing there own thing.

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Maybe to abstract but I would love to get insight in how a professional would approach SRPG/TRPG AI namely how to get good team work rather than just separate entities all just doing there own thing

 

That's actually a decent (and relatively common) one. Phrase it as something specific and I'm sure we can make it work.

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I do have a question, and it's a big one, leaving your panel gasping for air tongue.png

It's not game-related, but may be fun to ask anyway.

 

As you may know, RoboCup is a world-wide effort to create intelligent robots. http://www.robocup.org/about-robocup/

RoboCup@home is a part of it, where the aim is to build robots that act intelligently in real-time, interacting with humans in a house or public area. RoboCupRescue aims to build robots to find and help people in disaster locations.

 

A real-world environment is a highly confusing world. A house is a very dis-organized place. Tasks are very diverse, and perhaps not even known beforehand. Real-time interaction puts heavy constraints on what can be computed. In closer interaction (eg lifting someone out of bed, or digging someone out after a house collapsed), safety is a big concern.

 

What can the (game) AI community advice to make this work?

 

Way too broad and only loosely related to game dev. Remember, our audience is going to be game AI devs who are looking for solutions they can apply to their own projects. Perhaps by turning this on its head and simply asking something along the lines of handling cluttered, unknown, PCG, environments? Of course, we already have a session about that this year courtesy of Damian Isla and John Abercrombie.

 

http://schedule.gdconf.com/session/ai-for-generated-worlds 

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How an AI manages a large-scale battle in an RPG with many units and unit types. For example - When to retreat, which units should target others, group movement during the battle, consideration of reinforcements.


Spoilers.

 

 

Hmmm... this keeps coming up. Odd, that...

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I don't know.how about:

 

How to get good team work out of individual entities in an SRPG/TRPG.

or 

How professionals would approach SRPG/TRPG AI.

or

Putting the teamwork in Tactical game AI.

or

Tactical game AI a professional approach.

 

As you can tell I'm not particularly good at this, anyone want to help me come up with a title.

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