1997 CGDC AI Roundtable Moderator's Report

by Steven Woodcock

Approach

When Neil, Eric, and myself first came up with the idea for expanding on the AI roundtables from the 1996 CGDC, we did it in part out of a sense of frustration over the crowded sessions prevalent at the 1996 CGDC. We felt that the large number of sessions we proposed, spread out over the course of the convention, would greatly increase active participation and overall satisfaction on the part of the roundtable attendees. As the 1997 CGDC grew closer, we realized that we could also use these sessions to "take the pulse" of gaming AI in general by asking two questions at each session:

Sunday Session, 4/27/97

There were roughly 29 people attending my first AI roundtable, with two people leaving halfway through the discussion while two others came in a few moments later. A wide variety of topics were discussed; I broke the ice with the above two questions:

Monday Session, 4/28/97

The Monday session was the lightest of the three I moderated, with only 20 people attending. It stands out as the only session across the nine with one primary focus throughout, that being artificial life (A-life) technology in general and the Cyberlife technology used in Creatures in particular. This was due both to my desire to revisit the topic after its brief discussion in the first session and the participation of Toby Simpson, one of the developers of the Cyberlife technology:

Tuesday Session, 4/29/97

The final session touched on a number of topics that Neil's and Eric's roundtables had discussed but which hadn't been brought up in any of my sessions. After hitting the 30 attendees up for their CPU and dedicated programmer numbers, we then moved on to a topic obviously inspired by the Adding Extensible Custom Languages to Game Engines session the previous day:

Conclusions

By our count the total attendance at the AI roundtables this year was 201 people. We achieved our goals of increasing the number of seats available while simultaneously increasing overall participation; the average session size of 25 people in each of my sessions was just about perfect in my opinion. I strongly urge and recommend that we use this format again for next years' CGDC, and I know I can speak for both Neil and Eric that we would be happy to do this again.



Steven Woodcock

Lockheed-Martin Real3D

Wyrd Wyrks