Integrated On- and Off-Line Cover Finding and Exploitation
Abstract
Most first-person shooter game AI's are poor at quickly getting out of lines of fire. AI agents that pass up obvious opportunities to hide or take cover can ruin a game immersiveness. We will present a system that combines the sensor grid algorithm (Darken 2004) with pathnode-based information. This system relies on cover information stored in the path nodes placed throughout the level and performs a focused run-time search in the immediate vcinity of the agent if the node based information is sufficient. This allows it to be both fast and able to react to changes in the environment.