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They're Random, Baby!

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Large version of slide

Notes

  • a finite state machine where an actor has a single action that they are performing (fight, flee, charge, etc)
    • these actions have associated persistent information about their current goals and some very simple rules for completion
  • default transitions between actions come from an alert cycle based on an actor's perception of enemies
    • this provides only very basic behavior of 'see enemy, attack, pursue'
  • all further control is provided by a toolbox of behaviors which is layered on top of the basic decision making
    • behaviors each have trigger conditions based on the reception of certain stimuli during the information gathering phase
    • behaviors can override each other, modify the current action or change an actor's emotional state
  • differentiation between races of actors comes in the form of custom 'black box' code that enables and disables behaviors based on environmental conditions
    • these rules are very simple and typically less than a page of code
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