As military-style games become bigger in scope and more realistic in their simulations, there's an increasing need for using AI to help generate mission scripts automatically under the supervision of designers. Furthermore, online services can be used to extend the lifespan of games by providing procedural missions for players on either standard maps or user-generated content.
In this presentation from the Paris Game AI Conference 2009, William van der Sterren presents his most recent project involving HTN planners based on A*. You'll discover how his web-server based implementation can plan intricate coordination for missions in Armed Assault (a.k.a. ArmA 1). You'll also learn the challenges of applying HTN and A* to making sure units behave in a sensible & tactical manner. You'll also find out what it takes to make military units of many different type coordinate together to achieve objectives.
