Valve AI Competition

A detailed look at in-game AI behaviour and pathfinding, in the form of an in-house presentation, for the game Left 4 Dead (by Valve). I never realised just how much work goes into making believable entities – choices such as threat detection, player perception of randomness, intensity of action, and boss pacing. 

The importance of algorithm-derived game pacing and challenge placement to player enjoyment cannot be understated. Previous games such as FPS-action/horror title F.E.A.R (by Monolith), I also fondly remember as being a pioneer in A.I behaviour to genuinely improve the game experience.  

Related: CTF AI competition results, with video: http://aigamedev.com/open/coverage/ctf-report/

www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf

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