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They're Random, Baby!

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Notes

  • Unpredictable does not mean random
    Random factors in behavior are rarely good
    they are confusing because they cloud the issue
    they make it difficult for the Player to analyze what is happening
  • Unpredictable means "not repetitive"
    For reasons of intelligibilty and interactivity we talked about already, we want the AI to be predictable
    Ideally this means that the player is the only unpredictable element
    he is going to do slightly different things each time
    We used this in Halo to trigger a cascade effect
    Unpredictable player
    puts the AI in unpredictable situations
    which causes unpredictable reactions
    and this leads to a unique experience

    This causes a feedback loop because the unique experience leads to more unpredictable Player reactions and starts the cascade all over again
  • Analog reactions
    Script driven encounters are very predictable because the inputs available to a script are very digital
    Is the player in the room or not?
    Is the AI dead or not?
    In Halo the encounters are driven by the Code, which has much higher resolution of inputs
    Exactly how far from the Player is each Actor and does it have line of sight?
    Exactly how much health does each Actor have left and how far is he from cover?
    This allows small changes in the situation to be amplified by the AI to yield large changes in behavior
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