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Published on Mar 13, 2015
In this third video of the public lecture series, we investigate the work conducted by Jeff Orkin and the Monolith team when creating the AI of F.E.A.R: a first-person shooter series on PC, PS3 and Xbox 360. This talk gives an overview of the ideas behind classical planning systems in AI and the approach taken to adopt these techniques in the Goal Oriented Action Planning (GOAP) system.
This lecture was delivered at the University of Derby, UK on November 17th 2014.
Special thanks to my colleague Dave Voorhis (University of Derby) for recording this session and to Alex Champandard (AIGameDev.com), Eric Jacopin (Centre de recherche des écoles de Saint-Cyr Coëtquidan) and Jeff Orkin (Giant Otter, former Monolith developer) for providing the basis of this lecture.
No copyright is claimed for the game footage, images and music, to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in copyright laws. If you believe material has been used in an unauthorized manner, please contact me.