LATimes.com a interviewé Drew Markham (creative director chez Gray Matter Interactive Studios). L’article en lui-même n’est pas hyper intéressant mais il est amusant que ce type de site s’interesse à la devteam d’un FPS. C’est un peu comme si LeMonde.fr écrivait un papier sur les développeurs de Mankind (ha, ils l’ont fait? au temps pour moi).

A la fin de l’article, D. Markham parle un peu de l’AI et c’est plutot intéressant :

Q: If processing power were no object, what kind of AI would you build?

A: The AI is just a matrix of decision making. Right now, it’s difficult when you have 15 enemies on the screen, all scrolling through all the parameters in real time. All those decisions take cycles off the [central processing unit]. We have to do tricks to economize on the CPU. We have to cheat. So the enemies have to think in little blocks and cycles, taking turns sharing the cycles.

As processor power becomes greater, you can have characters with steady thought states. He’s constantly making decisions based on his personality, his environment.

We’re doing that now, but we’re faking a lot of it. In our game, if I get this monster gun, the guards will run away from me if they see the gun. They know they’re outgunned.

We’re just scratching the surface. Someday, these guys will have real eyeballs and they can make decisions based on what they see, not whether certain nodes have been triggered, which is one of the ways we fake it now.

UPDATE : pas la peine de m’envoyez de mail ou de me faire des queries sur irc, « au temps pour moi » EST la bonne orthographe (désolé [FFJR]Mick27 mais tu as raté l’occasion de te taire).

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