The halo 2 ai in 10 minutes or less dami n isla bungie studios
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The Halo 2 AI In 10 Minutes or Less Dami á n Isla Bungie Studios. Halo. First person shooter for XBox Interesting sci-fi world Lots to do (combat, exploration, vehicles, weapons) Lots of decisions to make Slower-paced  More strategic in nature?. Allies Not terribly effective

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The Halo 2 AI In 10 Minutes or Less Dami á n Isla Bungie Studios

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The halo 2 ai in 10 minutes or less dami n isla bungie studios

The Halo 2 AIIn 10 Minutes or LessDamián IslaBungie Studios


The halo 2 ai in 10 minutes or less dami n isla bungie studios

Halo

  • First person shooter for XBox

  • Interesting sci-fi world

  • Lots to do (combat, exploration, vehicles, weapons)

  • Lots of decisions to make

  • Slower-paced More strategic in nature?


The ai

Allies

Not terribly effective

“Kid brothers”

~10 seconds or ~30 minutes

Enemies

Large variety

Clear behavioral patterns for the player to learn and exploit

4 - 30 second lifespans

The AI

Single-player campaign only (no multiplayer)

Character-based


The i in ai

The “I” in “AI”

  • Perception and world-modeling

    • Each AI maintains mental world model

    • Internal mental object-state updated according to perceivability via the “senses” (e.g., line of sight, sound events, etc.)

    • Perception sharing (via explicit communication)

  • Behavior

    • Take cover when taking damage

    • Uncover hidden enemies

    • Use vehicles when appropriate

    • Joint behaviors

  • Skills

    • Use weapons appropriately

    • Drive vehicles

    • Navigate the environment

      Strongly agent-based approach

      “Strategy” controlled through scripting

Behave


Behavior

Behavior

Decision-making: Behavior DAG (HFSM)

Behavior: a program that takes temporary control of the actor in order to get something done.

  • Good

    • Intuitive

    • Modular

    • Scalable (more IS better)

  • Bad

    • Memory is hard

    • Debugging is hard

    • Never really that simple


An ethological interlude

An ethological interlude…

Baerends, The Functional Organization of Behavior, 1976


What about reasoning and planning

What about Reasoning and Planning?

  • Spatial Reasoning

    • Firing point selection

  • Path-planning

    • A*

    • Dynamic obstacle interaction

      … but no concept-reasoning or action-planning


So in the end

So in the end…

  • Second-to-second decision-making

  • Reactive in nature

  • Closer to A-Life than classical AI

  • Closer to animal than to human intelligence


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