Intelligent design: Where is AI going? Part five - unpredictability

This is the controversial one. Emergent behaviours are non-scripted, un-planned activities that intelligent game characters learn through their interactions with the game world. Even the programmer won't know what they're going to do. There have been some amazing examples – the giant beasts in Black and White, the cute critters in the mid-nineties artificial life experiment, Creatures… But can true enemy unpredictability work in games? Today's AI coders aren't so sure.

Owen O'Brien: Senior Producer, Mirror's Edge, DICE
Alex Champandard: AI coder, author and blogger (
Jean-Christophe Capdevila: AI team leader, Alone in the Dark, Eden Games
Jeff Orkin: MIT Media Lab, Cognitive Machines Group. Previously Senior

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