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Notes
- Individual Level
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- Limited capabilities
- The Player assumes the AI has capabilities that are similar to his own
- The AI should
- Sees things the Player can see
- Knows things the Player can know
- Do things the Player can do
- Elites shields recharge exactly like the Player's shields
- The Converse is even more important
- should not do things the Player _can't_ do
- should not see things the Player _can't_ see
- There are no Psychic AI in Halo
- There are no AI with perfect aim
- There are invisible AI, but we let the Player try out invisibility as well
- This is only a guide line
- There are some AI that can jump higher than the Player
- or run faster such as the Flood
- Rule of thumb should be that you can give an AI an ability the Player doesn't have as long as the ability is recognizable and the limits of that ability can be easily predicted
- Transparent thought process
- It should be obvious why the AI is doing what it is doing
- One of the ways we chose to make it obvious was to limit the AI to basic cause and effect decisions
- We also gave them custom animations and dialog for each decision
- These animations are best if they communicate what the decision was
- but even if it can't be communicated its important to alert the Player that a decision was made
- Another way to make the AI intelligible is to give individuals Racial personalities
- In Halo, Grunts are cowards and all their behaviors derive from that
- Hide when targeted
- Panic when Elite is killed
- Elites are aggressive
- They rarely hide unless the player hides
- Berserk charge on massive damage
- Establishing racial personalities is helpful in two ways, it makes the design process easier
- its easier to make a caricature than a complex portrait
- it saves you from muddying the waters and creating confusing behaviors
- Racial personalities also help the Player
- it makes behaviors the Player has seen easier to remember
- it makes new behaviors easier for them to identify and predict
- keep in mind the Player's first impressions are what establish these racial personalities
- The first time you see an Elite he is a terrifying bad ass
- The first time you see a grunt you easily kill him
- The first time you see a hunter he is sent in as the last line of defense (and they are accompanied by foreboding music)
- To make our AI intelligible on a Group Level
- Strategic goals
- Players are naively confident in your AI programmer
- They will assume your AI knows they are supposed to be protecting the tractor beam power switch until you prove that they are just standing around
- We wanted to work hard and let Players continue to believe the AI has a strategic objective
- We mostly faked this, but it gives the Player the feeling that his enemies are opponents, working against him, rather than just disinterested obstacles
- Clear racial roles
- Consistent racial roles allow you to give the Player feedback on how a group of enemies is going to react
- Grunts are the fodder so when the Player sees them he you can assume the Covenant aren't prepared
- Elites are the leaders so when the Player sees them he knows the Covenant are interested in the area and are going to put up a fight
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