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AI for Dynamic Large-Scale Open Worlds in [PROTOTYPE] with Sergio Garces

In this 1h15 interview, you'll find out about the tricks used to populate streets of New York with hundreds of pedestrians in [PROTOTYPE]'s large-scale city. Discover how the AI was designed and implemented to support open-world three way battles between the Player, the Infected and the Military. You'll also learn about the different components in the game's AI, such as the behavior tree, the pathfinder, the sensory and tactical reasoning systems, as well as the animation and close combat system. How did Radical Entertainment manage to fit all this onto a modern console?



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