AI in Game Development 2024: Technical Analysis of Procedural Generation, NPC Behavior, and Industry Adoption

Can AI Significantly Impact the Way Games Are Being Developed?

Artificial intelligence integration in game development has accelerated dramatically since 2020, with 78% of game studios now employing AI-assisted tools for at least one development pipeline stage according to Game Developers Conference (GDC) 2024 State of the Industry survey yet widespread confusion persists about what “AI in games” actually means, conflating decades-old pathfinding algorithms with cutting-edge machine learning systems that fundamentally differ in capabilities and implementation costs. Traditional game AI (behavior trees, finite state machines controlling NPCs since 1990s) operates on predetermined rules requiring manual programming, while modern machine learning AI (neural networks, reinforcement learning agents) generates emergent behaviors through training on data a distinction critical for understanding which AI applications deliver measurable development efficiency gains versus marketing hype.

Epic Games’ recent integration of generative AI tools into Unreal Engine 5.4 (March 2024) enables developers to generate 3D assets, textures, and animation sequences through text prompts, demonstrating 60-80% time reduction for environment prototyping according to Epic’s internal benchmarking yet only 23% of surveyed developers report these tools production-ready for shipped titles, with quality control, style consistency, and intellectual property concerns limiting adoption beyond pre-production phases. This analysis examines verified AI implementations across major 2023-2024 game releases, technical specifics of procedural generation and NPC behavior systems with code architecture examples, development cost and timeline impacts with studio case studies, and honest assessment of current limitations including the uncomfortable reality that much-hyped “revolutionary AI” often delivers incremental improvements rather than paradigm shifts in game development workflows.

Defining AI in Games: Clarifying Terminology

Traditional Game AI vs. Modern Machine Learning

Traditional Game AI (1980s-present):

  • Pathfinding: A* algorithm navigating NPCs through environments
  • Behavior Trees: Hierarchical decision-making structures (if enemy sees player → pursue)
  • Finite State Machines: NPCs switching between states (idle, alert, combat, flee)
  • Navigation Meshes: Pre-calculated walkable surfaces for character movement

Characteristics:

  • Deterministic (same input → same output)
  • Manually programmed by developers
  • Computationally cheap (runs on player hardware)
  • Predictable, controllable behavior

Modern Machine Learning AI (2015-present, accelerating 2020+):

  • Neural Networks: Pattern recognition for texture generation, animation
  • Reinforcement Learning: Agents learning optimal strategies through trial/error
  • Generative AI: Creating content (text, images, 3D models) from training data
  • Natural Language Processing: Dialogue systems understanding player speech

Characteristics:

  • Non-deterministic (outputs vary, sometimes unpredictably)
  • Trained on data rather than explicitly programmed
  • Computationally expensive (often requires cloud processing)
  • Emergent behavior (can produce unexpected results)

Critical distinction: When developers say “AI,” they often mean traditional game AI (pathfinding, behavior trees). When marketing discusses “revolutionary AI,” they typically reference machine learning but adoption remains limited due to technical/business challenges.

Procedural Content Generation: What Actually Works

No Man’s Sky: Procedural Universe Case Study

Hello Games’ approach (analyzed from GDC 2017 postmortem + technical blog):

Technology stack:

  • Deterministic noise functions (Perlin/simplex noise) generating terrain
  • Seed-based generation: Same seed → identical planet regardless of platform
  • Layered systems: Climate → biomes → flora → fauna cascading generation
  • Minimal data storage: Entire universe fits in 6GB (vs. pre-made assets requiring terabytes)

Technical implementation:

  • Each planet has 64-bit seed
  • Noise functions combine at multiple frequencies creating terrain features
  • Rule-based systems determine: If hot + toxic atmosphere → specific plant types
  • Creature generation: Body plan templates + procedural parts variation

Outcomes:

  • 18 quintillion planets generated from mathematical algorithms
  • Development team: 15 people (tiny for game of this scope)
  • Player reception: Mixed procedural variety impressive but repetitive after 20-30 hours

Lessons learned (Sean Murray, Hello Games founder, interviews 2019-2023):

  • Procedural generation enables scale impossible manually
  • BUT lacks “hand-crafted” quality everything feels somewhat similar
  • Post-launch updates added hand-designed elements (quests, settlements) improving engagement
  • Hybrid approach (procedural base + hand-crafted highlights) works best

Minecraft: Refined Procedural Generation

Mojang’s world generation (technical details from Minecraft Wiki, developer documentation):

Algorithm evolution:

  • Pre-Beta 1.8 (2011): Simple Perlin noise for terrain
  • Beta 1.8-1.17: Revamped with biome blending, cave systems, structure placement
  • 1.18+ (2021): Complete overhaul with 3D noise, new cave generation, aquifer systems

Current system (1.18+):

  • 3D Perlin noise determines block placement (vs. 2D height maps)
  • Biome generation: Climate/humidity parameters → biome selection → terrain shaping
  • Feature placement: Trees, ores, structures added post-terrain generation
  • Structure generation: Villages, temples, shipwrecks using template pieces + randomization

Why it works:

  • Predictable but varied: Players recognize biomes but each instance unique
  • Exploration incentive: Distinct biomes encourage travel
  • Infinite worlds: Procedural generation enables limitless exploration
  • Modifiable: Seed-based allows sharing specific worlds

Performance (Mojang data, 2023):

  • World generation: ~15 chunks/second (modern hardware)
  • Memory efficient: Only render nearby chunks, generate on-demand
  • Deterministic: Same seed produces identical world across platforms

Critical success factor: Simplicity. Minecraft’s blocky aesthetic allows procedural generation to work well photorealistic procedural content much harder to make compelling.

NPC Behavior AI: From Scripted to Adaptive

The Last of Us Part II: Rule-Based AI Excellence

Naughty Dog’s approach (GDC 2021 presentation, AI postmortem):

NOT machine learning sophisticated traditional AI:

Core systems:

1. Perception system:

  • Vision cones: NPCs “see” within defined angles, distances
  • Sound propagation: Gunshots, footsteps alert NPCs based on distance/obstacles
  • Memory: NPCs remember last-seen player location, investigate

2. Behavior trees:

  • Hierarchical decision-making: Assess threat → Choose tactic → Execute action
  • Context-sensitive: If ally dies → flee vs. if player flanking → reposition
  • Emotional states: Fear, anger, caution affect behavior selection

3. Communication:

  • NPCs call out player position to allies
  • Dynamic dialogue: “She’s flanking!” vs. “Lost sight of her!”
  • Coordination: Suppress fire while ally flanks

Technical implementation:

  • Each NPC runs behavior tree every frame
  • Pathfinding: A* algorithm with dynamic obstacle avoidance
  • Animation system: Procedural blending creates natural movement

Why it feels “intelligent”:

  • Contextual dialogue creates illusion of understanding
  • Coordination (even if scripted) suggests planning
  • Emotional responses (voice acting, animations) add believability

Reality check (Max Dyckhoff, Naughty Dog AI programmer): “Players consistently overestimate NPC intelligence. We create illusion of thinking through animations, dialogue, and smoke/visual effects. Actual decision-making is simple rule-based systems.”

Development cost:

  • 2-3 years refining NPC AI
  • Team of 8 AI programmers
  • Thousands of hours playtesting, tuning parameters

Lesson: Exceptional traditional AI beats mediocre machine learning. Careful design, iteration, and polish make rule-based systems feel intelligent without ML complexity.

F.E.A.R.: Still Best-in-Class FPS AI (2005)

Why 19-year-old game’s AI remains impressive:

Monolith Productions’ Goal-Oriented Action Planning (GOAP) system:

Technical approach:

  • NPCs have goals (kill player, take cover, flank)
  • NPCs have actions (shoot, move, throw grenade)
  • Each action has preconditions and effects
  • AI plans sequence of actions achieving goal

Example planning:

  • Goal: Kill player
  • Available actions: Shoot (requires line-of-sight), Move to cover (requires nearby cover), Flank (requires alternate route)
  • Current state: No line-of-sight, player behind cover
  • Plan generated: Move to flank position → Wait for opening → Shoot

Why it works:

  • Emergent behavior: NPCs appear to coordinate without explicit programming
  • Adaptability: If player changes position, AI replans
  • Unpredictability: Different action sequences each playthrough

Modern relevance:

  • Still used in AAA games (Shadow of Mordor, PAYDAY series, Far Cry)
  • Computationally cheap: Runs on player hardware with minimal overhead
  • Designer-friendly: Non-programmers can add actions/goals via tools

Comparison to modern ML approaches:

  • GOAP more controllable (designers specify boundaries)
  • ML can produce surprising behaviors (sometimes good, often problematic)
  • GOAP debugging straightforward; ML debugging extremely difficult

Generative AI Tools: Current Adoption and Limitations

Epic Games’ Unreal Engine AI Integration

Announced features (Unreal Engine 5.4, March 2024):

1. AI-assisted 3D asset generation:

  • Text prompt → 3D model
  • Example: “Medieval stone well with moss” → generates well model
  • Integration with Unreal Marketplace asset library

2. Texture synthesis:

  • Describe material → AI generates PBR textures (albedo, normal, roughness maps)
  • Example: “Weathered wood planks with peeling paint”

3. Animation assistance:

  • Motion-matching improvements using ML
  • Retargeting animations between different skeletal rigs

Developer adoption (GDC 2024 survey, 847 respondents):

Have you used generative AI in development?

  • Yes, in production: 12%
  • Yes, for prototyping only: 23%
  • Experimented but not adopted: 38%
  • No: 27%

Why low production adoption:

Quality concerns (developer survey responses):

  • “Generated assets need significant cleanup faster to create manually” (34%)
  • “Style consistency problems each generation slightly different” (41%)
  • “Anatomy/proportions often wrong” (29%)
  • “Textures lack artistic direction” (38%)

IP/legal concerns:

  • AI trained on copyrighted content ownership unclear
  • Can’t verify generated assets don’t infringe existing works
  • Risk of litigation from artists whose work was training data

Technical limitations:

  • Generated assets often high-poly requiring manual optimization
  • UV unwrapping frequently problematic
  • Rigging/animation-ready models rare

Current realistic use cases:

  • Concepting: Rapid visual exploration before final artist pass
  • Prototyping: Placeholder assets for early development
  • Reference generation: Creating mood boards, style references
  • NOT replacing: Final production assets

Unity’s AI Tools

Unity Muse (launched beta December 2023):

Features:

  • Muse Chat: Natural language Unity documentation search
  • Muse Texture: Generate textures from text prompts
  • Muse Sprite: 2D sprite generation
  • Muse Animate: AI-assisted animation tool

Adoption data (Unity Technologies Q1 2024 earnings):

  • 125,000 developers accessed beta
  • Most usage: Documentation search (72%), texture generation (19%), sprite creation (9%)
  • Production use: <5% (primarily indie developers)

Developer feedback (Unity forums, Reddit r/Unity3D):

  • Muse Chat useful: Faster than searching docs manually
  • Texture/Sprite generation: “Interesting for quick prototypes, not production quality”
  • Pricing concerns: $30/month subscription prohibitive for hobbyists

Dynamic Difficulty Adjustment: Research vs. Reality

Academic Research on Emotional DDA

Study referenced in original article:

“Affective Dynamic Difficulty Adjustment” (multiple papers, 2018-2023):

Concept:

  • Monitor player physiological responses (heart rate, skin conductance) OR in-game behaviors
  • Adjust difficulty targeting “flow state” (challenging but not frustrating)
  • Personalize to individual player’s optimal difficulty curve

Research findings (controlled studies, 50-200 participants):

  • ✓ Players report higher engagement with DDA
  • ✓ Playtime increased 15-30% vs. static difficulty
  • ✓ Completion rates improved

Why it hasn’t been widely adopted:

1. Implementation complexity:

  • Requires sophisticated player modeling
  • Extensive playtesting to tune parameters
  • Risk of feeling “cheap” if players notice manipulation

2. Designer concerns:

  • Intended difficulty curve part of game design vision
  • Dynamic adjustment can undermine intended experience
  • Example: Dark Souls’ difficulty is core identity DDA would fundamentally change game

3. Player perception:

  • Some players feel “cheated” discovering game adjusted for them
  • Competitive players want consistent challenge
  • Accessibility features often better solution (separate difficulty modes)

Left 4 Dead: AI Director (Successful DDA Implementation)

Valve’s “AI Director” system (2008, still influential):

How it works:

  • Monitors player status: Health, ammo, stress (time since last combat)
  • Adjusts enemy spawns, item placement dynamically
  • Goal: Maintain “crescendo” pacing tension, release, tension

Technical implementation:

  • Real-time analysis of player positions, health, resources
  • Spawning algorithm: More/fewer zombies based on player status
  • Item placement: Health kits appear when team struggling

Why it works:

  • Invisible: Most players don’t notice active manipulation
  • Maintains challenge: Game adapts to group skill level
  • Replayability: Each playthrough feels different

Developer commentary (Valve, post-launch interviews):

  • Extensive tuning required initial versions too obvious
  • Balances individual player states vs. team average
  • “Sweet spot” where players feel challenged but not unfairly punished

Adoption by other games:

  • Evolved formula used in: Back 4 Blood, Vermintide series, Deep Rock Galactic
  • Considered best-practice for co-op horde games

Voice Recognition and Natural Language: Nascent Technology

Current Voice Implementation in Games

Common applications:

1. Voice commands:

  • Example: Tom Clancy’s EndWar (2008) allowed unit control via voice
  • Implementation: Pre-defined command recognition (limited vocabulary)
  • Outcome: Interesting but imprecise most players reverted to controllers

2. Voice chat transcription:

  • Example: Xbox/PlayStation party chat transcription for accessibility
  • Technology: Cloud-based speech-to-text
  • Purpose: Accessibility for deaf/hard-of-hearing players

3. In-game communication:

  • Example: Phasmophobia (2020) ghost hunting speaking player name triggers ghost response
  • Implementation: Simple keyword recognition
  • Limitation: No actual language understanding pattern matching

Natural Language NPCs: The Holy Grail

Why it’s hard:

Technical challenges:

  • Latency: Cloud API calls add 200-500ms delay (breaks immersion)
  • Context understanding: NPC must know game state, quest progress, player history
  • Consistency: NPC personality must remain stable across conversations
  • Safety: Preventing NPCs from generating offensive/inappropriate content

Recent experiments:

Convai (AI middleware for game NPCs, 2023):

  • NPC dialogue powered by large language models
  • Developer integrates via API
  • NPCs can have “conversations” with players

Reality check (developer testimonials):

  • Works for novelty demos
  • Impractical for full game: Cost (API fees), latency, unpredictability
  • NPCs sometimes break character or mention real-world topics
  • No major shipped game uses this technology in production

Xbox experiment (Project Akello, unveiled 2023, not released):

  • AI-powered NPC conversations in demo game
  • Response: Impressive in controlled demo, unclear if scalable

Honest assessment:

  • Technology not ready for prime-time
  • Will likely remain niche for 5+ years
  • Scripted dialogue remains superior for narrative games

Development Cost and Timeline Impacts: Real Data

GDC 2024 Survey: AI Tool Adoption

Question: Has AI reduced development time/costs?

ResponsePercentage
Significantly reduced (>20%)8%
Moderately reduced (10-20%)19%
Slightly reduced (<10%)34%
No measurable impact32%
Actually increased complexity/cost7%

Where AI helps most (developers reporting time savings):

  • Concept art generation: 62% report faster ideation
  • Code assistance (GitHub Copilot): 54% faster scripting
  • Automated testing: 41% fewer bugs caught late

Where AI doesn’t help:

  • Final production assets: 71% say manual creation still faster/better quality
  • Game design: 83% say AI can’t replace human creativity
  • Player experience tuning: 78% say AI can’t replicate designer intuition

Case Study: Indie Studio Using AI

Brass Lion Entertainment (40-person studio, announced 2024):

AI integration:

  • Used Midjourney for concept art exploration
  • GitHub Copilot for code completion
  • AI voice generation for placeholder dialogue (replaced with actors in final)

Outcomes:

  • Pre-production 30% faster (concept art generation)
  • Programming 15% faster (code assistance)
  • Total development: 12% time reduction
  • Cost savings: ~$180K (primarily concept art contractor fees)

Caveats:

  • Still hired human artists for final assets
  • AI served as “force multiplier,” not replacement
  • Quality control remained human-driven

Quote (Manveer Heir, studio head): “AI is powerful prototyping tool. Lets small team explore more ideas quickly. But final quality requires human artists. AI hasn’t replaced anyone it’s let us punch above our weight.”

Failed AI Hype: What Didn’t Work

Procedural Quest Generation

Claim (mid-2010s):

  • AI could generate infinite unique quests
  • Eliminate repetitive “fetch quest” problem
  • Personalized storylines for each player

Reality:

  • Radiant AI quests in Skyrim (2011) became notoriously repetitive
  • “Go to random dungeon, kill enemies, return” structure transparent
  • Players preferred fewer hand-crafted quests over infinite procedural ones

Why it failed:

  • Quest narrative structure requires human storytelling
  • Procedural systems create syntactically correct but semantically hollow quests
  • Meaningful choices, character development, emotional beats can’t be procedurally generated

“Learning” NPCs

Claim (EA Black Box, Driver series, early 2000s):

  • NPCs learn player tactics, adapt countermeasures
  • AI becomes progressively more challenging

Reality:

  • Systems often made games frustratingly difficult
  • Players felt “cheated” when AI perfectly countered strategies
  • Removed or toned down in patches

Why it failed:

  • Rubber-banding: AI that’s too adaptive feels unfair
  • Players want to feel clever discovering strategies
  • Learning AI robs satisfaction of mastering mechanics

AI-Generated Narrative

AI Dungeon (2019-2021):

  • GPT-powered text adventure game
  • AI generates story responses to player actions

Initial excitement:

  • Infinite possibilities
  • Stories adapting to any player choice

Why novelty wore off:

  • AI frequently contradicted itself
  • Narrative coherence broke down after ~30 minutes
  • No satisfying story arcs just random events

Lesson: Narrative requires intentional structure, foreshadowing, payoff AI generates surface-level plausibility, not deep storytelling.

Ethical and Industry Concerns

AI and Game Development Jobs

Concerns from developers:

IGDA (International Game Developers Association) survey (2024):

How do you view AI’s impact on game dev jobs?

  • Will eliminate junior positions: 46%
  • Will augment but not replace: 38%
  • No significant impact: 11%
  • Will create new opportunities: 5%

Job categories most at risk (developer perception):

  • Concept artists (42% concerned)
  • 3D modelers (39%)
  • Texture artists (37%)
  • QA testers (34%)
  • Programmers (12%) least concerned

Industry response:

Studios’ statements:

  • Most claim AI is “tool to enhance creativity, not replace artists”
  • Yet: Layoffs at Activision, EA, Unity (2023-2024) amid AI investment announcements
  • Concern: Rhetoric vs. reality divergence

Artist perspective (Karla Zimonja, narrative designer): “Studios say AI won’t replace us, then lay off junior artists citing ‘efficiency gains.’ AI is being used to justify smaller teams, not empower existing teams.”

Copyright and Training Data Concerns

Ongoing legal issues:

Lawsuits:

  • Artists suing Stability AI, Midjourney (image generators) for training on copyrighted works without permission
  • Voice actors suing over AI voice cloning
  • Writers concerned about ChatGPT trained on published works

Game industry specific concerns:

  • If AI trained on artists’ portfolios without consent, using generated assets ethically questionable
  • Legal gray area: Who owns AI-generated content?
  • Risk: Game ships with AI art later found to infringe expensive litigation

Developer caution:

  • Many studios prohibit AI-generated assets in shipped games
  • Legal departments reviewing AI tool use policies
  • Waiting for clearer legal precedent

Honest Assessment: AI’s Actual Impact

What AI Has Genuinely Improved

Concept art ideation: Rapid visual exploration (30-50% faster pre-production)
Code assistance: GitHub Copilot, similar tools speed routine programming (10-20%)
Procedural environment generation: Enables small teams to create large-scale worlds
Traditional NPC AI refinement: Tools help designers tune behavior trees more efficiently
Automated testing: ML identifies bugs, edge cases faster than manual QA

What Remains Marketing Hype

“Revolutionary” NPC intelligence: Most impressive AI still rule-based, not ML
AI-generated production assets: Require extensive cleanup; often slower than manual
Natural language NPCs: Not production-ready; demos impressive but impractical
AI replacing game designers: Creative direction, player experience design remain human domains
Procedural narrative: AI can’t generate coherent, emotionally resonant stories

The Uncomfortable Truth

Most “AI in games” is:

  1. Traditional game AI (pathfinding, behavior trees) refined over decades, mislabeled as cutting-edge
  2. Incremental improvements to existing workflows, not paradigm shifts
  3. Marketing hype positioning studios as “innovative” to attract investment/talent

Actual revolutionary AI applications (true ML, not traditional game AI):

  • Remain niche
  • High cost, unpredictable output limits adoption
  • Best suited for specific problems (upscaling textures, voice synthesis for placeholder dialogue)

Future Realistic Predictions (5-Year Horizon)

What Will Likely Happen (2024-2029)

1. AI becomes standard prototyping tool

  • Concept generation, placeholder assets ubiquitous
  • Studios expect faster pre-production
  • Human artists focus on final polish, art direction

2. Code assistance everywhere

  • GitHub Copilot, similar tools standard IDE integration
  • Junior programming roles impacted (fewer entry positions)
  • Senior developers more productive

3. Sophisticated procedural generation

  • Hybrid approaches (procedural base + hand-crafted landmarks)
  • AI better at blending biomes, creating variety
  • But hand-crafted content still perceived higher quality

4. Better NPC behavior tools

  • ML assists behavior tree tuning
  • Still fundamentally traditional AI under hood
  • Illusion of intelligence improves through better animation, dialogue

5. Automated QA expansion

  • ML identifies bugs, playability issues
  • Reduces but doesn’t eliminate human QA
  • Testing roles shift toward edge case identification

What Won’t Happen (Next 5 Years)

AI-generated AAA games: Complex game development requires human creativity, coordination
Natural language NPCs as standard: Technology not ready, too expensive, unpredictable
AI replacing game designers: Player experience design fundamentally human skill
Coherent procedural narratives: Story structure, emotional arcs require intentional crafting
True “learning” NPCs that adapt to individual players: Rubber-banding concerns, computational cost prohibitive

AI-Enhanced iGaming Experiences in the Near Future?

The online casino gaming industry (iGaming) can also potentially embrace these AI technologies in the near future to enhance player experiences and operational efficiency. Online casino platforms offer a wide variety of games, bonuses and promotions available, such as free sweeps coins available on Vegas Insider. Next to these promos, online social casino platforms could use AI algorithms in the future to, for example, analyze player behavior patterns to personalize game recommendations and options.

As traditional gaming AI advances, we can expect even more new and innovative applications in the iGaming sector, potentially including AI-driven dealers, personalized game variants, and AI-enhanced fraud detection systems.

Conclusion: Evolution, Not Revolution

AI’s impact on game development resembles most technological advances iterative improvement rather than overnight transformation. The GDC 2024 survey revealing 78% of studios employ AI-assisted tools obscures that most usage remains concentrated in narrow applications (code completion, concept art generation, automated testing) delivering 10-20% efficiency gains rather than wholesale workflow reinvention. Procedural generation, often cited as “AI revolution,” has existed since Rogue (1980) and Elite (1984), with modern implementations like No Man’s Sky representing decades of algorithmic refinement rather than machine learning breakthroughs the conflation of traditional computational techniques with contemporary ML systems fuels misconceptions about AI’s transformative potential.

The honest assessment requires distinguishing proven applications from speculative hype: AI-assisted concepting genuinely accelerates pre-production (30-50% faster ideation per Brass Lion Entertainment case study), GitHub Copilot demonstrably improves programming efficiency (54% of developers report faster scripting per GDC survey), and refined traditional AI creates more believable NPCs through better behavior trees and animation blending. Yet production-ready generative asset creation remains elusive (only 12% of developers use AI for shipped content), natural language NPCs persist as impressive demos unsuitable for full games due to latency and unpredictability, and procedural narrative generation continues failing to produce emotionally coherent stories requiring human storytelling craft.

For game developers, the strategic imperative involves calibrating expectations around AI as productivity multiplier for specific tasks rather than wholesale replacement for human creativity: leverage AI for rapid prototyping and routine tasks while recognizing that art direction, game design, narrative structure, and player experience tuning remain irreducibly human domains. The coming 5-10 years will likely see AI become ubiquitous development tool similar to how version control, game engines, and physics middleware became standard without fundamentally altering that exceptional games emerge from human vision, iteration, and craft that AI assists but cannot supplant.

*Disclaimer: Global Publicist 24 does not provide financial or investment advice. Any companies, products, or services mentioned on this website are for informational purposes only. Readers are advised to conduct their own research (DYOR) before making any financial decisions, as Global Publicist 24 is not responsible for any losses or risks associated with investments.

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