In 2008, I implemented my first version of a system that plans character behavior and dialogue from recorded gameplay data. This system combined the components described in Recap 1 and Recap 2 with a replay system, which automated a character by playing back fragments of log files (or one log in its entirety).
The planner is a bit like the Game AI equivalent of the Random Paper Generator. It essentially randomly wanders between 5,000 log files, stitching together fragments of behavior and dialogue at run-time, while maintaining local coherence by critiquing log transitions for statistical likelihood. This random stitching process is complicated by the fact that each character (customer and waitress) needs to observe the behavior of the other character, and select a sensible response from a log file.
More after the jump...
More after the jump...


