Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Abandoning subtlety to create immersive AI encounters

Abandoning subtlety to create immersive AI encounters

November 13, 2017 | By Chris Kerr

November 13, 2017 | By Chris Kerr
Comments
    1 comments
More: Console/PC, Programming



What's the secret to creating intelligent, immersive artificial intelligence in video games? While there's likely no universal answer, there are some tips and tricks that can be gleaned by talking to some of the best in the biz. 

For instance, when it comes to shooters, it seems one of the best things AI programmers can do is forget about subtlety. Why? Because according Damian Isla, the man responsible for crafting the AI in Halo 2 and Halo 3, it's impossible for players to keep tabs on the minutiae during frantic firefights and helter-skelter skirmishes. 

Speaking to Hyper Magazine in the first of three AI-focused interviews, Isla explained how the Halo team had to overplay certain aspects of the game's artificial intelligence to grab the attention of players. 

"The most memorable of the interactions between elite and grunt -- that the grunts would turn tail and run when an elite was killed in their vicinity -- was actually part of Halo 1. In Halo 2 (and even more in Halo 3) we expanded and deepened those interactions," he recalls. 

"One thing that is quite hard to do in game AI is subtlety -- there's just so much going on, subtlety flies straight over the player's head. So if you want to portray something like a social hierarchy in the midst of a gun-battle, you really have to crank it to 11. 

"That's why the grunts fleeing when the elite dies works well. The fleeing animation is way over-the-top, and accompanied by loud squealing-grunt sounds. That's why it was something that actually read for players."

He explains there were other elements that reinforced that social hierarchy, such as grunts always positioning themselves in front of the more respected and valuable elites, but "nothing ever reached the crisp clarity of that fleeing mechanic." 

There are tonnes of other interesting tidbits where that came from, so be sure to check out the full interview over on Hyper.



Related Jobs

Square Enix Co., Ltd.
Square Enix Co., Ltd. — Tokyo, Japan
[06.21.18]

Experienced Game Developer
innogames
innogames — Hamburg, Germany
[06.21.18]

QA Engineer/ Software Engineer in Test
Bohemia Interactive
Bohemia Interactive — Prague, Czech Republic
[06.21.18]

Unity Programmer
Method EXP
Method EXP — Santa Monica, California, United States
[06.20.18]

Unity Engine Developer- Unity 3d









Loading Comments

loader image