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 files used during the presentation are available here:From Squad Tactics to Real-time Strategy: High-Level Multiplayer Bot AI in KILLZONE 2 Format: Mp4 From Squad Tactics to Real-time Strategy: High-Level Multiplayer Bot AI in KILLZONE 2 Format: MOV (QuickTime) From Squad Tactics to Real-time Strategy: High-Level Multiplayer Bot AI in KILLZONE 2 Format: MP3
Alex J. Champandard (main presenter) was contracted in the production phase on the KILLZONE 2 multiplayer strategy, which he worked on for the best part of 2008. Alex also implemented the badge abilities and multiplayer specific behaviors.
Remco Straatman (conclusion) is the Lead AI Programmer at Guerrilla Games, and was in charge of both the single player and multiplayer AI on KILLZONE 2. Remco's also responsible for the development of the AI technology over the years. He presents the last few slides in the recording below.
Tim Verweij (off screen) established the overall architecture of the multiplayer bots as part of his Masters Thesis. Tim also implemented the Capture and Hold strategy, and worked on the HTN domain for the bot's behavior.