Several years ago noted game developer Chris Hecker argued that graphics has made huge strides because it has found a style vs. structure decomposition: the underlying triangles of polygon models are the structure, while the textures put on the triangles is the style. This allows a clean separation between all the math necessary to manipulate and render 3D models, and the artistry of creating textures for these models in programs such as Photoshop. This spurred a debate in the game AI community about what a Photoshop of AI might look like, and whether it's even possible. In this talk, Michael Mateas, renouned AI designer and head of UCSC's G+PM program responds to the debate by arguing that a Photoshop of AI is impossible, and that future progress in game AI will be made by a new breed of artist/programmers who deeply understand both the aesthetics of behavior and the technical details of AI architectures and algorithms.





















