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Notes
Introductions
This session is not a full post mortem of Halo
- we're not exactly sure how it got billed that way, but we apologize if that was what you were expecting
This session is a discussion of Halo's AI targeted at Designers and AI Programmers
- It will also be useful to anyone looking for insight into how to get past Level 3 on the hardest difficultly level
Today we are going to talk about:
- The Initial design goals for Halo's AI
- how they changed over the course of the project
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- Our AI implementation, including the technical constraints and important framework elements
- as well as how the level creation process emerged from that implementation
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- And at the end of the talk we'll give a demonstration of our production tools
- and try to show how all these ideas translated into what the player experiences
Before we start I want to point out that the title of this talk is "The Illusion of Intelligence" and not "The Reality of Intelligence"
- If you came here for tips about how to make the enemies in your game intelligent, we don't have any for you
- we don't know how to do that, but it sounds really hard
What we do have, though, is tips on how to make the enemies in your game _appear_ to be intelligent
- Chris and I have lots of experience with pretending to be intelligent
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