Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > More GDC > GDC 2005


View larger image
 


QTY:

Killzone’s AI : Dynamic Procedural Combat Tactics
Price $5.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC-05-126
Statistics
Description
Killzone’s AI : Dynamic Procedural Combat Tactics,
4696

Programming, Lecture

Arjen Beij
Programmer, Guerrilla Games

William van der Sterren
AI consultant/developer, CGF-AI
Dynamic combat tactics are essential in making tactical shooters less linear and more responsive to the player and to changes in the game world. We have taken position evaluation techniques similar to those used in traditional games such as Chess and Go, and apply them on-the-fly in our console based tactical shooters. We use this procedural approach to create wide variety of individual and squad tactics and maneuvers. This enables the AI to react appropriately to any approach the player or other NPCs take, and to changes in the game world. Furthermore, because this AI does not rely on designer placed hints, the AI can apply these tactics anywhere in the game world. This talk discusses techniques and experiences in creating the dynamic combat AI in Guerrilla's Killzone and Shellshock Nam '67. We explain the basic dynamic position evaluation mechanism and the specific properties used to distinguish a wide range of situations and tactics. Then we discuss how to use position evaluation to select tactical positions, predict positions of out-of-sight threats, use grenades, select suppressive fire targets, and perform tactical path finding. We explain how to implement efficient dynamic combat AI by off-loading a considerable part of the required ray casts to a small amount of pre-calculated terrain information. This talk concludes with our experiences, both good and bad, in realizing a game with dynamic combat AI.

The attendees learn a widely applicable approach to dynamic combat tactics using position evaluation functions and terrain information. Attendees become aware of the opportunities of dynamic combat AI, and the pitfalls in creating it.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.