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Halo kampf um die zukunft
Halo kampf um die zukunft





halo kampf um die zukunft

This would prove unsuitable for what Bungie sought to achieve in Halo 3. However, whilst this worked out fine for Halo 2, it would easily explode in scale and become difficult to manage.

halo kampf um die zukunft

Each generator satisfies specific designer needs by identifying goals for specific characters in combat at a given point in time. To achieve this, Halo 2 adopts an encounter logic system whereby the goals of a given character, be it hold a position, rush the player or enter a vehicle are managed by a handful of task generators set by designers. This included being alerted to opposing forces being spotted, grenades being thrown in proximity, to nearby commanding officers being defeated by the player.īut in order for all this to work, each character needs to be given goals to complete that fit the story of combat: having every character set their goal as 'Kill Player' would result in a compromised and unbalanced mess. In addition to this, Bungie adopted a principle referred to as 'stimulus behaviours', which were event-driven overrides that would force characters to dynamically respond to events in the world. Bungie's behaviour tree system made this process manageable by enabling or disabling specific sub-sections of the trees based upon the context of combat. This was ideal given the range of circumstances both ally and enemy AI characters could find themselves in, from Halo's variation in combat arena size to the ability for characters to jump in and out of vehicles at any time. Based upon the current circumstances within the game, a particular sub-section of the tree will then be executed.

halo kampf um die zukunft

Behaviour Tree's adopt a trickle-down approach to decision making where a tree comprised of all possible behaviours for a given character is constructed with conditions that dictate when to execute them. This time around we're looking at how new combat systems were built atop this framework to better control and manage the AI characters seen in Halo 3's large-scale encounters.Ģ004's Halo 2 for the original Xbox was the first step towards the proliferation of an AI technique now known as behaviour trees. One of the earliest entries in AI and Games was an overview of the behaviour tree AI in Halo 2 and how it accommodated for a variety of combat situations. It's time we return to the Halo franchise with Bungie's 2007 release Halo 3.







Halo kampf um die zukunft