27 Dec

Valve’s Michael Booth on The AI Systems of L4D and Their Goals

Filed under: Gaming News and Reportage No Responses

left-4-dead

Valve Software recently published the slides of Michael Booth’s presentation at Stanford’s recent Artificial Intelligence and Interactive Digital Entertainment Conference, wherein he talks about the AI systems of their FPS co-op hit Left4Dead.

Booth outlined the 4 main goals of Left4Dead’s AI, such as

- Deliver Robust Behavior Performances
- Provide Competent Human Player Proxies
- Promote Replayability
- Generate Dramatic Game Pacing

He describes why the team went with Reactive Path Following against Path Optimization, where the latter has a more direct and clean path but the former taxes the CPU less. Interestingly, the downside of choosing the same, which includes “Can avoid off path too much, requiring repath” was outlined and more often than not can be seen in the final game. Booth also talks of the AI Director, and how it promotes replayability in the offline mode. You can check out the full presentation here.

Written on December 27 2009 and is filed under Gaming News and Reportage. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

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