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Last active August 29, 2015 14:00
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KB Nugget Proposal

Decision Making and Knowledge Representation in Halo 3

Abstract

Modeling AI behaviour for a fast-paced first-person shooter game such as Halo is a difficult task. Actors must cooperate with each other, react to arbitrary action by the player, and produce varied results. Encounters may contain a large number of actors, requiring special data structures to accomodated memory needs and allow efficient computation. The system implemented in Halo 3, a AAA title from 2007, involves a scheme for clumping actors into groups that share state and a system for representing actor behaviour.

References

  • Damian Isla
  • GDC 2005
  • 03.11.2005
  • Presentation
  • Ryan Schmitt
  • Date unknown
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