|Session Name||Taking Back What's Ours: The AI of 'Dishonored 2'|
|Speaker(s)||Xavier Sadoulet, Laurent Couvidou|
|Company Name(s)||Arkane Studios, Arkane Studios|
|Track / Format||AI Summit|
Action/adventure games place high demands on AI systems to maintain coherence and believability. The addition of deep emergent gameplay systems magnifies this issue even further. 'Dishonored 2', with its mix of stealth, action, and supernatural power gameplay, presents very specific challenges for the AI. This session explains how the AI was designed for a variety of systems including coordination of multiple NPCs, spatial reasoning for stealth and search, and a data-driven rule system for dialog and animations. This presentation will also show how focusing development on only current generation consoles on the brand new Void Engine presented several technological opportunities.