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Unite Austin 2017 – Unity Labs Behavioral AI Research



Unity

Recent advances in the fields of autonomous robotics and machine learning open exciting perspectives for applying AI to multiple aspects of game development. This talk focuses on behavioral AI and dives into the foundations of Unity’s approach and includes a demonstration of the first prototype planner for general behavior in Unity.

Nicolas Meuleau (Director of AI Research, Unity Technologies)

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20 thoughts on “Unite Austin 2017 – Unity Labs Behavioral AI Research
  1. When i was watching westworld i was thinking about how you would build that kind of dynamic ecosystem and something very similar came to mind! Really cool to see this idea of pathfinding goals being explored and refined more than my prototypes where, awesome stuff!

  2. I like the talk and the concepts behind this Behavior AI where the plan controls the AI. However, I'm a bit confused with the talk itself and the outcome of this research. Is this something that is going to be somehow implemented into Unity? Or is this purely for research purposes with perhaps a project to be made available in the future to be iterated on?

  3. Nicolas, this was amazing. As a dabbling ai coder i always wanted a cohesive, well built goap/htn framework for unity, im very excited about it, i trust you'll make it great.

  4. so i love this talk & tried my own implementation, but hit an issue where the state graph pretty quickly expands to unworkable size.. i wonder what possible solutions to this are? otherwise building & searching such a huge graph, even in non-time-sensitive situations, seems to be a big roadblock

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