BATTLEFIELD: BAD COMPANY 2 is most recent FPS from EA's acclaimed DICE studio. The game certainly has its fair share of AI challenges — including many BATTLEFIELD-specific problems such as finding cover in highly dynamic environments and driving physically realistic vehicles. How did a AAA studio known for its multiplayer games set out to build the AI a story-driven game in BAD COMPANY 1, and how did it evolve for the sequel?
In this keynote from the Paris Game AI Conference 2010, Lead AI Programmer Mikael Hedberg shares some insights into AI for the BAD COMPANY series, in particular the changes the team made for the most recent iteration and how it affected the overall experience. You'll also hear how the Frostbite AI evolved from its original use in multiplayer bots, and how the results differ from many other game's AI.
Mikael was the Lead AI Programmer on both BATTLEFIELD: BAD COMPANY 1 and BAD COMPANY 2. He's also worked on the AI for the Frostbite Engine, created at DICE / Electronic Arts. Mikael maintains a personal blog and you can find him on Twitter as @slicedlime.
Here's a specialized format for you to download and play offline via a portable player:
Building the BATTLEFIELD AI Experience — Video Mikael Hedberg Download MOV (QuickTime)
The MP3 file below is better quality than the streaming video above, and is a perfect candidate for listening to via a portable player (96 Kbps). The OGG file is the highest quality of all (128 KBps). You can download them both here:
The slides used during the presentation are available here:
Building the BATTLEFIELD AI Experience — Slides Mikael Hedberg Download PPT
If you have any questions feel free to post them below, or in the forum thread associated with this post!