Modification de Chronique:BWU 08/08/2008
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By: Damian Isla, AI Engineering Lead<br/> | By: Damian Isla, AI Engineering Lead<br/> | ||
Presented at: Develop '08<br/> | Presented at: Develop '08<br/> | ||
[http:// | [http://www.bungie.net/images/Inside/publications/presentations/publicationsdes/engineering/haloairetrospective.zip Download here] | ||
Isla examines the iterative changes made in the Halo trilogy's AI. From Halo: Combat Evolved's Elites, to the ferocious Brutes of Halo 3's and a look what must improve in our AI looking forward. | Isla examines the iterative changes made in the Halo trilogy's AI. From Halo: Combat Evolved's Elites, to the ferocious Brutes of Halo 3's and a look what must improve in our AI looking forward. | ||
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By: Max Dyckhoff, AI Engineer<br/> | By: Max Dyckhoff, AI Engineer<br/> | ||
Presented at: MALAGA Workshop, NIPS '07<br/> | Presented at: MALAGA Workshop, NIPS '07<br/> | ||
[http:// | [http://www.bungie.net/images/Inside/publications/presentations/publicationsdes/engineering/nips07.pdf Download here] | ||
Dyckhoff exposes the major representations used in Halo 3's AI systems, and the algorithms behind the complex decision making which drives the industry leading AI. | Dyckhoff exposes the major representations used in Halo 3's AI systems, and the algorithms behind the complex decision making which drives the industry leading AI. | ||
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By: Max Dyckhoff, AI Engineer<br/> | By: Max Dyckhoff, AI Engineer<br/> | ||
Presented at: GDC '07<br/> | Presented at: GDC '07<br/> | ||
[http:// | [http://www.bungie.net/images/Inside/publications/presentations/publicationsdes/engineering/gdc07.pdf Download here] | ||
An analysis of the improvements to the behavior tree AI system from Halo 2 to Halo 3. Presented as part of a three-part session at GDC '07 in collaboration with developers on EA's Spore. | An analysis of the improvements to the behavior tree AI system from Halo 2 to Halo 3. Presented as part of a three-part session at GDC '07 in collaboration with developers on EA's Spore. | ||
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By: Chris Butcher, Engineering Lead<br/> | By: Chris Butcher, Engineering Lead<br/> | ||
Presented at: Gametech 2004<br/> | Presented at: Gametech 2004<br/> | ||
[http:// | [http://www.bungie.net/images/Inside/publications/presentations/publicationsdes/engineering/butcher_gametech04.pdf Download here] | ||
At its heart, the Halo engine is a world simulation engine. Engineering Lead Chris Butcher describes the evolution of the "Halo" engine from its traceable origins in Pathways into Darkness and to its present state in Halo 2. | At its heart, the Halo engine is a world simulation engine. Engineering Lead Chris Butcher describes the evolution of the "Halo" engine from its traceable origins in Pathways into Darkness and to its present state in Halo 2. | ||
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By: Chris Butcher, Engineering Lead and Jaime Griesemer, Design Lead<br/> | By: Chris Butcher, Engineering Lead and Jaime Griesemer, Design Lead<br/> | ||
Presented at: GDC '02<br/> | Presented at: GDC '02<br/> | ||
[http:// | [http://www.bungie.net/images/Inside/publications/presentations/publicationsdes/design/gdc02_jaime_griesemer.pdf Download here] | ||
An investigation of the intersection between design and code as it relates to combat behavior in Halo: Combat Evolved. | An investigation of the intersection between design and code as it relates to combat behavior in Halo: Combat Evolved. | ||
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==Source== | ==Source== | ||
*[http:// | *[http://www.bungie.net/News/content.aspx?type=topnews&cid=15069 - Bungie Weekly Update: 8/01/08] | ||
{{BWU}} | {{BWU}} |