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	<title>Comments on: GDC 2009 &#8211; Monday and Tuesday AI Summit</title>
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	<link>http://aarmstrong.org/journal/2009/03/26/gdc-2009-monday-and-tuesday-ai-summit</link>
	<description>Website and journal of Andrew Armstrong</description>
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		<title>By: alexjc</title>
		<link>http://aarmstrong.org/journal/2009/03/26/gdc-2009-monday-and-tuesday-ai-summit/comment-page-1#comment-1115</link>
		<dc:creator>alexjc</dc:creator>
		<pubDate>Fri, 10 Apr 2009 13:15:39 +0000</pubDate>
		<guid isPermaLink="false">http://aarmstrong.org/?p=786#comment-1115</guid>
		<description>There&#039;s a paper about the animation from spore, and the pathfinding is outdoors so it&#039;s easier.

Spaceship flight is actually much easier to build a navigation system for, unless you&#039;re flying around arbitrary dungeons -- but that&#039;s 0.01% of the games.

Alex</description>
		<content:encoded><![CDATA[<p>There&#8217;s a paper about the animation from spore, and the pathfinding is outdoors so it&#8217;s easier.</p>
<p>Spaceship flight is actually much easier to build a navigation system for, unless you&#8217;re flying around arbitrary dungeons &#8212; but that&#8217;s 0.01% of the games.</p>
<p>Alex</p>
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		<title>By: Andrew Armstrong</title>
		<link>http://aarmstrong.org/journal/2009/03/26/gdc-2009-monday-and-tuesday-ai-summit/comment-page-1#comment-1114</link>
		<dc:creator>Andrew Armstrong</dc:creator>
		<pubDate>Fri, 10 Apr 2009 10:29:37 +0000</pubDate>
		<guid isPermaLink="false">http://aarmstrong.org/?p=786#comment-1114</guid>
		<description>Well, as was brought up in the AI Roundtable, space movement is a different pathfinding problem, and it&#039;s a shame we didn&#039;t have anyone from Spore describing how they did movement with any number of limbs :)

If you covered everything in 12 hours of lectures, I&#039;d have been impressed. It&#039;d leave nothing for next year ;)</description>
		<content:encoded><![CDATA[<p>Well, as was brought up in the AI Roundtable, space movement is a different pathfinding problem, and it&#8217;s a shame we didn&#8217;t have anyone from Spore describing how they did movement with any number of limbs <img src='http://aarmstrong.org/journal/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>If you covered everything in 12 hours of lectures, I&#8217;d have been impressed. It&#8217;d leave nothing for next year <img src='http://aarmstrong.org/journal/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: alexjc</title>
		<link>http://aarmstrong.org/journal/2009/03/26/gdc-2009-monday-and-tuesday-ai-summit/comment-page-1#comment-1112</link>
		<dc:creator>alexjc</dc:creator>
		<pubDate>Fri, 10 Apr 2009 01:46:01 +0000</pubDate>
		<guid isPermaLink="false">http://aarmstrong.org/?p=786#comment-1112</guid>
		<description>To be fair, the pathfinding talk covered mostly strategy -- and the panels on expressing emotion were actually not that human specific.  Also, *all* of the stuff we discussed in the animation lecture would apply to other types of animals easily.

Flying, generally speaking, is a relatively easy problem in comparison to highly constrained indoor environments.

There are many topics we didn&#039;t cover, but there were opportunities at the end for open questions...

Alex
AiGameDev.com</description>
		<content:encoded><![CDATA[<p>To be fair, the pathfinding talk covered mostly strategy &#8212; and the panels on expressing emotion were actually not that human specific.  Also, *all* of the stuff we discussed in the animation lecture would apply to other types of animals easily.</p>
<p>Flying, generally speaking, is a relatively easy problem in comparison to highly constrained indoor environments.</p>
<p>There are many topics we didn&#8217;t cover, but there were opportunities at the end for open questions&#8230;</p>
<p>Alex<br />
AiGameDev.com</p>
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