Splinter Cell Conviction AI
I was wondering what kind of AI system(s) Splinter Cell Conviction might have used. Just a simple FSM that always has the enemies be in states like "relaxed", "alerted", "seeking player", "combat", "taking cover" at a time? Or did they implement a rather elaborated goal-oriented AI system, that constantly tries to satisfy the enemies's needs?
Greetings,
Shadax
Incidentally, I just finished playing the game the other day. My Post-Play'em blog (below) has two posts on a couple of my observations.
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Thank you for your effort so far, Dave. I assume "the suits" haven't given their approval yet.
Out of curiosity: why do you think that it's probably a BT and not a goal-oriented behavior as the major component? (Disclaimer: I'm just learning about BTs, nevertheless I think I'm used to GOB, at least when it comes to what Mat Buckland's famous book tells us about it).
From my level of knowledge, GOB aims at continuously satisfying all "needs" of the character, thus building a small plan for the most insistent need at a given time, executing the actions set up by the plan until these actions are all successfully finished or until an even more urgent need from the character's state space arises. Thus, I can see many parallels between what I think GOB is about and how the enemies in Splinter Cell behave - at least too many to make my current lack of experience about BTs prove me wrong.
Greetings,
Shadax
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
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We actually use a hierarchical FSM (with a couple of twists on how weset up transitions between states that give it a bit of addedfunctionality.) We also have a tactical layer that can assign roles toNPCs based on the game state and those roles also affect state transitions.[/quote]
In retrospect, having recently seen the game, that makes sense. Like I said before, I didn't see a lot of elaborate adaptive behavior that I would expect from a planner.
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
Greetings,
Shadax
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"
The thing is, a BT, planner, FSM, HFSM, or utility-based architecture all end up in the same place... a "state" or a "behavior" or an "action"... whatever you want to call it. They are doing something at the moment. The only difference between them really is how they get to that point.
A BT is, at its core, a FSM with the transition logic lifted out of the states and put into a manager of some sort in order to make it a lot more organized and manageable. The same can be said for a utility-based system. Now the way that BTs and utility-based systems manage those transitions is significantly different... and that's where the power is. The problem now is that you are starting to get hard pressed to be able to observe what is happening in the decision logic. For the most part, all you can see is that there are situations and states.
Note the sticky topic on the forum about a reading list, by the way.
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
Co-founder and 10 year advisor of the GDC AI Summit
Author of the book, Behavioral Mathematics for Game AI
Blogs I write:
IA News - What's happening at IA | IA on AI - AI news and notes | Post-Play'em - Observations on AI of games I play
"Reducing the world to mathematical equations!"