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.
- Damian Isla
- GDC 2005
- 03.11.2005
- Max Dyckhoff (AI Engineer, Bungie Studios)
- 08.08.2008
- Bungie Publications
- Damian Isla (AI Lead, Bungie Studios)
- 03.03.2008
- Bungie Publications
- Presentation
- Ryan Schmitt
- Date unknown