Publications
Here's some seemingly structured stuff that could be helpful to others. 😊
Tethering Agents for the Greater Good
November 2024
That's a talk I gave at the (very first!) AI and Games Conference in London. The video recording should be available in early 2025 but the slides and demo files are already yours for the taking below.
AI Under Lockdown: Various Approaches to NPC Tethering
February 2024
In this article I'm going over different ways one can approach "NPC tethering", which is a commonly given name for the craft of maintaining video game baddies in restricted areas.
It's part of the first book in a new series: Game AI Uncovered: Volume One, edited by the wonderful Paul Roberts.
Flooding the Influence Map for Chase in Dishonored 2
December 2021
This Game AI Pro article goes into details about an algorithm that we developed for the sequel to Dishonored. Quickly put, it's a simple and efficient technique that we used to generate convincing chasing patterns for NPCs trying to catch up with a player they just lost track of (the "chase" behavior).
I originally wrote this for the Game AI Pro 4 book but it unfortunately never made it to the printing press. After a few twists it was finally published online on the official website in December 2021.
Taking Back What's Ours: The AI of Dishonored 2
February 2017
My former colleague Xavier Sadoulet and I talked at the GDC AI Summit 2017 about what we think is interesting in what we did on Dishonored 2. I specifically go over our rules system used mostly for barks and attacks selection, as well as our attempt at coordinating NPCs with an overarching AI dubbed "a crew".
If you speak French, I recycled parts of this talk (with some exta content) at an AI meetup in Lyon, it's right there.