How Tom Clancy's The Division Manages AI Online
AI and Games is a crowdfunded YouTube series hosted on Patreon. If you enjoy reading this piece please consider supporting the show at www.patreon.com/ai_and_games In part 1 of my case study on Tom Clancy's The Division - a 2016 rpg shooter by Ubisoft's Massive Entertainment - I looked at the overall structure of the game and it's core AI antagonists. As players carve their way through the streets of New York City, they're faced by a variety of roaming and designer-placed AI characters both friend and foe. An extensive behaviour tree implementation handled decision making, with many of the attributes used in these behaviours managed courtesy of systems that oversee character factions, as well as skill profiles and rankings.
Jan-16-2020, 18:34:12 GMT
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