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Post-Release AI Improvements in SUPREME COMMANDER 2

Mike Robbins on December 3, 2010

You may be surprised to hear that not all studios reuse their AI code from one game to another. Low-level systems are increasingly being reused, but when it comes to decision making and game-specific logic, that often gets thrown out. One way to approach this strategically is to update the AI post-release with the next game in mind...

In this 1h30 interview with Mike Robbins, Gameplay Engineer at Gas Powered games, you'll hear about the AI of SUPREME COMMANDER 2 and its many updates since release. As well as learning about all the different systems of the RTS AI, you'll hear how Mike took into account players' feedback, and polished the strategy of the opponents. You'll also discover about the new neural networks that make the decisions for the game's units!

About Mike

Mike Robbins is Gameplay Engineer at Gas Powered Games, currently Lead AI on KINGS & CASTLES. He worked as Content Engineer on SUPREME COMMANDER 2, and was responsible for improving the AI of the game post-release via numerous patches. He was previously known as "Sorian" in the mod community, famous for his AI mod of SUPREME COMMANDER 1.

Audio/Video Recording

TRANSCRIPT

Downloadable Version

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Post-Release AI Improvements in SUPREME COMMANDER 2 — Video
Mike Robbins, Alex J. Champandard
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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:

Post-Release AI Improvements in SUPREME COMMANDER 2 — Audio
Mike Robbins, Alex J. Champandard
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The slides used for the presentation itself can be downloaded from here for further study:

Post-Release AI Improvements in SUPREME COMMANDER 2 — Slides
Mike Robbins, Alex J. Champandard
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If you have any questions feel free to post them below, or in the forum thread associated with this post!

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Alex J. Champandard on October 10, 2010

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