This in-depth interview with Sergio Ocio digs into all aspects of the AI behind Ubisoft's critically acclaimed racing game. The game offers a variety of missions that required creating drivers with different personalities and goals. As well as insights from the game's development, you'll find out how the hinted-execution behavior trees (BT) were in charge of generating and controlling vehicles paths.
AI in DRIVER: SAN FRANCISCO from Reckless Racers to Getaway Drivers
Alex J. Champandard on November 30, 2012
Access the rest of this feature by joining industry experts and other professionals as a PREMIUM member in the leading Game AI training program.