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Dave Mark's Blog   Expert Blogs

 

Dave Mark is the president and lead designer of Intrinsic Algorithm LLC, an independent game development studio and AI consulting company in Omaha, Nebraska. He has been programming since 1984 when he was in high school where, much to the dismay of his teacher, he wrote his first text adventure on the school’s DEC PDP-1144.

After a brief detour in the music business as a composer/arranger, keyboard player, and recording engineer during the early 1990s, Dave re-entered the technology arena in 1995. In 2002, he came to the startling realization that the corporate IT consulting and development world is a little short on creativity and fun. As a result, Dave left to start Intrinsic Algorithm LLC with his wife, Laurie.

He is the author of "Behavioral Mathematics for Game AI" and is a contributor to the AI Game Programming Wisdom series of books, a semi-regular columnist at AIGameDev, a founding member of the AI Game Programmers Guild, and is a co-organizer and co-host of the AI Summit at GDC.

Dave continues to attend the University of Life. He does not plan to graduate anytime soon.

 

Expert Blogs

Posted by Dave Mark on Fri, 11 Nov 2011 10:21:00 EST in Design, Programming, Console/PC
An examination of why what people THINK is bad game AI might not really be the fault of the AI programmer. (Yes, it is about Skyrim.)


Posted by Dave Mark on Thu, 03 Nov 2011 02:07:00 EDT in Design, Programming
What sorts of things you would like to hear about at the GDC AI Summit? Tell the AI Game Programmers Guild!


Posted by Dave Mark on Mon, 13 Jun 2011 08:07:00 EDT in Design
Why are we in the game business so afraid of good AI? Perhaps the AI in Ghost Recon: Future Soldier might help move us past our inhibitions.


Posted by Dave Mark on Wed, 08 Jun 2011 01:13:00 EDT in
Wherein I take some time the morning before E3 to ponder exactly what I expect to get out of what it has to offer me.


Posted by Dave Mark on Mon, 21 Jun 2010 08:19:00 EDT in Design, Programming
The football game, "Backbreaker" uses the Euphoria physics engine for its player motion. However, as one reviewer notes, if the player and coach AI is bad enough that the game is unplayable, it doesn't matter how good the physics look. I discuss.


Posted by Dave Mark on Thu, 10 Jun 2010 11:17:00 EDT in Design, Programming
Total War creator, The Creative Assembly, has announced the development of "Shogun 2" claiming that it features an AI system inspired by Sun Tzu's "The Art of War". While this is a nice idea, in large part, AI developers already use Sun Tzu's advice.



Dave Mark's Comments

Comment In: [Blog - 09/13/2014 - 05:37]

It might help to compress ...

It might help to compress further by filtering on a 2-axis system -- both importance and time. There are a couple of ways to do this. r n r nA Give each memory a score weighted by how important something is and then decay that score over time by a ...

Comment In: [Blog - 05/29/2014 - 10:01]

Oh look Utility-based AI I ...

Oh look Utility-based AI I 've heard of that -

Comment In: [News - 05/21/2014 - 10:19]

Heh... just realized that my ...

Heh... just realized that my Gama profile pic was a photo taken during that very lecture in 2012.

Comment In: [News - 11/16/2013 - 10:41]

My saying for years now ...

My saying for years now has been about giving players AN experience rather than THE experience .

Comment In: [Blog - 11/06/2013 - 05:21]

Thanks for the mention, Nils. ...

Thanks for the mention, Nils. Many of the examples in my lecture can be found in the book, Predictably Irrational by Dan Ariely. r n r nhttp://www.amazon.com/gp/product/0061353248/ref as li ss tl ie UTF8 camp 1789 creative 390957 creativeASIN 0061353248 linkCode as2 tag davemark r n r nAlso, Thinking Fast Slow ...

Comment In: [Blog - 08/06/2013 - 08:00]

Good work. r n r ...

Good work. r n r nThis is also enormously important info for creating AI that understands its situation and can reason effectively on it. r n r nSee my GDC lectures on utility theory for AI as well as my book on the subject.