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Session Name:

The Last of Us: Human Enemy AI


This talk covers the technical and design decisions made to produce the human enemy AI as seen in The Last of Us. It covers the systems that formed the core of the AI decision making, as well as a higher-level look at the behaviors that formed the building blocks of enemy combat and stealth. Navigation, real-time level analysis, combat, search and stealth are all covered in detail, as well as mistakes and future improvements. Finally, the performance characteristics of the AI and various optimizations are discussed in detail. Consider this talk a description, then a postmortem of the human enemy AI.

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  • GDC 2014
  • Travis McIntosh
  • Naughty Dog, Inc.
  • free content
  • Design
  • Design
  • Programming
  • Programming