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From Squad Tactics to Real-time Strategy: High-Level Multiplayer Bot AI in KILLZONE 2

Alex J. Champandard on August 31, 2009

Thanks to improvements in PC & console hardware, there's now an opportunity for game developers to leverage AI technology from different genres. In studios that reuse their AI codebase from one generation to another, or those with large enough AI teams, it's now possible for a single title to bridge the gap between first-person shooters (FPS) and real-time strategy (RTS) technology — and Killzone 2 is a perfect example.

This is part 2 of the presentation about KILLZONE 2's multiplayer bots from the Paris Game AI Conference 2009. You'll see how the high-level strategy was implemented for multiple game modes including Search & Retrieve, Assassination, Capture & Hold, and Search & Destroy. You'll also learn how terrain areas can be created automatically using an area clustering algorithm, and form the basis of the tactical pathfinding used by squads and the high-level strategic reasoning.

The Team: Alex J. Champandard (Main Presenter), Remco Straatman (Conclusion and Q&A), Tim Verweij (Off Screen)