"The more creative writers are, the more easily they can iterate, the more autonomous they can be, the more writing they can do... the better dialog you will have."-- Elan Ruskin, former Valve developer (now at Insomniac), explains a mechanism deployed in several Valve games to allow for dynamic AI in this GDC 2012 talk.
Ruskin uses Team Fortress 2, Left 4 Dead 2,
and internal experiment Two Robots, One Wrench
to demonstrate Valve's system for tracking thousands of facts and possibilities, allowing intelligent characters to remember history, and, most importantly, providing writers a friendly interface for creative freedom.
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