|
Dev Diary: Natural AI behavior in WarhoundPublished by forahobby on Thursday, December 06, 2007 Tagged: Gaming, Xbox 360, One of the main features we put special attention to while creating Warhound is the AI behavior. A special system currently in the state of intensified production and testing makes AI behavior increasingly indistinguishable from those of soldiers on a real battlefield.
There is no room for scripted, predefined enemy behavior in the next-gen games. The artificial enemy is to be no different from the real one, especially when it comes to combat. The player should have no doubts that he fights a real soldier, not a predictable bot, who repeats a certain sequence of operations over and over again. An improved AI system intensifies the feeling of realism and amends visual experience.
The system is built of several modules which must collaborate precisely.
The primary one is an expanded animation module which explicitly models even the slightest details of human behavior – gestures and body movements through various actions, face mimics and even eyeball movement.
The module essential for the realistic gameplay is the Integrated Combat Behavior System. It includes all the basic movement types – walking, turning, crouching, crawling, running, passing obstacles, etc. All these must fit in well with the weapon held. There is a huge difference between the movement of a person with a big rifle and a person with a pistol. Realism also implies a wide range of behaviors depicting the combat itself. Current technology allows every single AI to scan the visible area and decide on the usefulness of nearby objects basing on their size, shape, and even material they're made of. The analysis of this data lets AI find the nearest safe cover, and react appropriately to current situation on the battlefield. Distance to the enemy, weapon held, sight and hearing range or enemy visibility are only a few factors for the system that chooses the optimal action for the moment.
360-Hq Game Database: Warhound for Xbox 360
360-Hq Game Trailers: Warhound Videos for Xbox 360
The artificial enemy, just like the player, can use the cover system. It means that when near a safe object (e.g. a wall or a corner of a building) the AI is able to shoot at the player without the risk of being exposed to direct fire. It is, of course, still possible to hit a hiding enemy when he's leaning but the tactical play is much more rewarding in such case like flanking the hidden enemy.
What if the enemy holds a heavy sniper rifle when the player is as close as three meters away? He will simply change his gear to a weapon more adequate to the situation.
And what if he doesn't have such at his disposal? He'll pick up a weapon dropped by someone else and seek cover while crying out to his fellow soldiers for help.
When the enemy is not alerted but rather only observed from afar, he must behave in a natural way as well. One will smoke a cigarette, making it simpler for the player to spot him in the night. Another will be just observing his surroundings, and others may take up any task, like, for example, fixing a nearby vehicle.
The player must, at any time, feel like observing real people.
In the attached movie you can see behavior of an enemy, who spotted the player and has hidden behind the closes object. Player is in no way able to predict from which way the AI will appear. All is dependant on the present situation – whether will the enemy shoot precisely in the player location, or will he throw a grenade, or will he chaotically, in a very human way, burst a covering fire, not to risk getting hit. Unpredictability and complexity of behaviors automatically imply cautious and tactical play, rather than a simple charge, making the game a real battlefield.
( Subscribe via
)
|
|
| |
|
|
|
| Tuesday, May 14 | | CAPES releases this month on Xbox X|S, XB1, P |
Monday, May 13 | | Highway Police Simulator launches for Xbox Se |
Friday, May 10 | | THE SMURFS - Village Party launches in June o |
Thursday, May 09 | | 'Paper Trail' Sets Course for Consoles, PC an |
Wednesday, May 08 | | ESDigital Games and Storm in a Teacup team up |
Tuesday, May 07 | | 'Realm of Ink' Reveils New Map Trailer, Invit |
Monday, May 06 | | Puppet House creeps onto Xbox Series, PS5, an |
Friday, May 03 | | Toopan Games Unveils 2025 Release for 'Multiv |
Thursday, May 02 | | F1 Manager 2024 coming to Xbox X|S, XB1, PS4| |
| System Shock remake arives May 21st on Xbox S |
Wednesday, May 01 | | AAA Multi-IP Battle Royale “OPEN” confirmed f |
| Chrysolite announced for to Xbox Series, Play |
Tuesday, April 30 | | INDIE Live Expo Reveals First 2024 Showcase, |
Monday, April 29 | | Demolish & Build 3 is coming to Xbox, PlaySta |
Friday, April 26 | | Killer Klowns From Outer Space: The Game laun |
Thursday, April 25 | | Sleight of Hand launches Day One on Xbox Game |
| Space Invaders Deck Commander - The Board Gam |
Wednesday, April 24 | | devcom announces new venue, call for speakers |
Tuesday, April 23 | | Dune: Awakening Shows Off Stunning Unreal Eng |
Monday, April 22 | | Metro Simulator 2 is coming soon for Xbox and |
Thursday, April 18 | | Terminator: Survivors confirmed for Xbox Seri |
Wednesday, April 17 | | Build Your Empire: 'Rise of Industry 2' Comin |
Tuesday, April 16 | | Epic Fantasy RPG 'Dungeons of Hinterberg' is |
Monday, April 15 | | Delta Force: Hawk Ops gets a brand new traile |
| Perennial Order is set to bloom on Xbox Serie |
Friday, April 12 | | Umbraclaw hits Xbox, PlayStation, Switch & PC |
Thursday, April 11 | | TMNT: Wrath of the Mutants Hits XBOX, PlaySta |
| GIC’24 Early Bird Tickets Now Available |
Wednesday, April 10 | | Mars 2120 launches out of Early Access onto a |
Tuesday, April 09 | | Die by the Blade Slashes Its Way onto PC in M |
See All Xbox 360 News | Xbox 360 News Archive
|
| |