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Dev Diary: Natural AI behavior in Warhound

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Dev Diary: Natural AI behavior in Warhound

Dev Diary: Natural AI behavior in Warhound
Published by forahobby on Thursday, December 06, 2007
Tagged: Gaming, Xbox 360,
One of the main features we put special attention to while creating Warhound is the AI behavior. A special system currently in the state of intensified production and testing makes AI behavior increasingly indistinguishable from those of soldiers on a real battlefield.

There is no room for scripted, predefined enemy behavior in the next-gen games. The artificial enemy is to be no different from the real one, especially when it comes to combat. The player should have no doubts that he fights a real soldier, not a predictable bot, who repeats a certain sequence of operations over and over again. An improved AI system intensifies the feeling of realism and amends visual experience.

The system is built of several modules which must collaborate precisely.
The primary one is an expanded animation module which explicitly models even the slightest details of human behavior – gestures and body movements through various actions, face mimics and even eyeball movement.

The module essential for the realistic gameplay is the Integrated Combat Behavior System. It includes all the basic movement types – walking, turning, crouching, crawling, running, passing obstacles, etc. All these must fit in well with the weapon held. There is a huge difference between the movement of a person with a big rifle and a person with a pistol. Realism also implies a wide range of behaviors depicting the combat itself. Current technology allows every single AI to scan the visible area and decide on the usefulness of nearby objects basing on their size, shape, and even material they're made of. The analysis of this data lets AI find the nearest safe cover, and react appropriately to current situation on the battlefield. Distance to the enemy, weapon held, sight and hearing range or enemy visibility are only a few factors for the system that chooses the optimal action for the moment.

360-Hq Game Database: Warhound for Xbox 360
360-Hq Game Trailers: Warhound Videos for Xbox 360

The artificial enemy, just like the player, can use the cover system. It means that when near a safe object (e.g. a wall or a corner of a building) the AI is able to shoot at the player without the risk of being exposed to direct fire. It is, of course, still possible to hit a hiding enemy when he's leaning but the tactical play is much more rewarding in such case like flanking the hidden enemy.

What if the enemy holds a heavy sniper rifle when the player is as close as three meters away? He will simply change his gear to a weapon more adequate to the situation.
And what if he doesn't have such at his disposal? He'll pick up a weapon dropped by someone else and seek cover while crying out to his fellow soldiers for help.

When the enemy is not alerted but rather only observed from afar, he must behave in a natural way as well. One will smoke a cigarette, making it simpler for the player to spot him in the night. Another will be just observing his surroundings, and others may take up any task, like, for example, fixing a nearby vehicle.
The player must, at any time, feel like observing real people.

In the attached movie you can see behavior of an enemy, who spotted the player and has hidden behind the closes object. Player is in no way able to predict from which way the AI will appear. All is dependant on the present situation – whether will the enemy shoot precisely in the player location, or will he throw a grenade, or will he chaotically, in a very human way, burst a covering fire, not to risk getting hit. Unpredictability and complexity of behaviors automatically imply cautious and tactical play, rather than a simple charge, making the game a real battlefield.
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