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Enemy AI Design in Tom Clancy's The Division (Part 1 of 2) | AI and Games (2018x17)


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In part 1 of my analysis of Tom Clancy's The Division, I look at the AI systems built to create enemy combatants and the design philosophies that drove them. -- AI and Games is a crowdfunded show and wouldn't be possible wthout the wonderful people who support it on Patreon. Learn more about the making of this video, get notes from my research and video prep over on patreon now: https://www.patreon.com/posts/ai-of-tom-part-1-22940065 You can read the article based on this video on AIandGames.com and Gamasutra: https://aiandgames.com/the-division1 http://www.gamasutra.com/blogs/TommyThompson/20181203/331725/Enemy_AI_Design_in_Tom_Clancys_The_Division.php -- Get yourself an AI and Games t-shirt over on Teespring! https://teespring.com/stores/aiandgames You can follow AI and Games (and me) on Facebook, Twitter and Instagram: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames http://www.instagram.com/aiandgames/ http://www.twitter.com/GET_TUDA_CHOPPA -- Music in this video (in order) from The Division soundtrack: - Prologue - We Are The Division - The Garden - Dyer #TheDivision #gamedev #AI

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