In part 1 of this Q&A, I discussed the benefits of old-school player-centric AI that is built specifically to make its decisions based on what the player is doing. In part 2 below, I discuss the idea of taking this further by modeling the player’s experience as a set of goals which are used to drive the NPCs — using traditional AI techniques.
The video is 6:56 minutes long, and weighs about 5.3 Mb. You can watch it here:
Do you think these systems with AI directors, like the one in Left 4 Dead or Resistance 2’s Multiplayer are the way to go? What’s your take on driving the AI according to goals based on the game design or the desired experience of the player?