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The data-driven AI architecture of Destroy All Humans! 2

Although the team that developed Destroy All Humans! 2 may not be around any more at Pandemic Brisbane, that hasn't stopped AI programmer, John Krajewski, from writing a feature at Gamasutra on the data-driven AI architecture developed for Pandemic Studios' open world game, Destroy All Humans! 2.

Obviously, I haven't read anything beyond the first few paragraphs of that article since all that programmer AI talk makes my head a bit dizzy, but I can assure that the AI buffs amongst you will find it highly enlightening...

(John Krajewski) In a game that features sandbox-style play, the AI needs to provide enough different and interesting characters to interact with in the world, and the size of the world doesn't have to get very big before it becomes unfeasible to hard code them all. Sometimes, even exposing behavior settings isn't enough-the structure of the tasks and subtasks must be exposed as well, in a way that's powerful but also simple to use.