Welcome to my third public lecture inspired by the works of the ‘AI in Games’ series. This talk is a more lengthy and detailed discussion of my previous work looking at the Goal Oriented Action Planning system adopted in the F.E.A.R. trilogy. Held at the University of Derby, UK, back in November of 2014, we discuss how the concepts of Automated Planning are translated to work in an action game such as F.E.A.R.
As stated earlier, this piece is much richer discussion of that raised in a previous article hosted on the site:
- Facing Your F.E.A.R. – The original article and video from which this public lecture is based.