You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
Session Name Modeling AI Perception and Awareness in Splinter Cell: Blacklist
Speaker(s) Martin Walsh
Company Name(s) Ubisoft
Track / Format Design
Overview With many recent games incorporating stealth elements and more meaningful AI interactions, gamers expect more from AI perception models than a simple vision cone and hearing radius. They expect realistic vision and hearing, but they also expect social, environmental and contextual awareness; in other words, they expect the AI to sense and react the way a human would to a large range of stimuli in a large variety of situations. But having realistic perception and behavior is not enough, players need clear feedback to understand the model and the current state of the AI. In this session, Martin will describe the models we used on Splinter Cell: Blacklist, the reason for using them, issues we ran into, and our overall strategy for giving consistent feedback to the player while maintaining realism.

GDC 2014

Martin Walsh

Ubisoft

free content

Design

Design

Programming

Programming


UBM Tech