Behind The Systemic AI of Far Cry | AI and Games #16
www.patreon.com/ai_and_games www.aiandgames.com -- We continue our exploration of director-style AI in AAA titles as we head for the mountain ranges of Kyrat and take a look at the systemic design of the Far Cry series. Opening Track: "Knights of Cydonia" by Muse. Black Holes and Revelations, 2006. Inspired by the 2014 Game/AI Conference talk: "A Manifesto for Systemic Gameplay".

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Far Cry: The Movie - The Definition of Insanity

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Far Cry 1 - 14 Years Later

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Ammo Counters.

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Machine Learning Analysis of Player Behaviour in Tomb Raider: Underworld | AI and Games #31

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How Splinter Cell: Blacklist Builds Balance for Stealth | AI and Games #51

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Building the AI of F.E.A.R. with Goal Oriented Action Planning | AI 101

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How Game Designers Create Systemic Games | Emergence, Dynamic Narrative and Systems in Game Design

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The Making of PREY - Documentary

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Far Cry Arcade: Better AI Tips/Tricks, Control Zones, Animation Points...

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The Rise of the Systemic Game

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