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Thursday, November 18, 2004
 

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Halo 2's Artificial Intelligence Overview
7:56 AM | Jean-Luc Dinsdale | Comment on this story

In their continuing spotlight on Bungie Studios, the gaming wing of edutainment website How Stuff Works has posted an in-depth interview with Chris Butcher, one of the studio's Engineering leads responsible for creating Halo: Combat Evolved and Halo 2's advanced artificial intelligence.

The seven page interview goes deep into the theory, design, and execution of the franchise's much-lauded AI. Butcher explains how the developers got the game's characters to co-operate, how the characters perceive the game's virtual environments, and the many reasons why the enemy AI behaves in a much more realistic way than in most other modern computer games:

Because the characters are forced to perceive the world around them, they are, in many ways, limited like the player by their senses -- in their overall awareness of what is going on around them. This limitation creates more lifelike behavior for the AI characters, as they can be surprised, make mistakes and decisions based on their perceptions of what's going on around them. As Chris puts it, "there is really very little difference between a player and an artificial intelligence character in Halo."
The in-depth article is a must-read for budding game designers, fans of Bungie Studios' franchise, and just about anybody interested in what's involved in putting games together.

Halo's AI Explained
MacSoft
Bungie Studios
Westlake Interactive
Halo: Combat Evolved


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