news |
UT2003 |
community |
gallery |
filewizard |
links |
staff |
|
|
|
|
news
|
|
Allgemein
| Steve Polge Interview
|
lara |
26.09.2002 |
text (short) Auf PCGamer.com wurde ein Interview mit Epic's Steve Polge veröffentlicht. Thema waren hauptsächlich die neuen KI der Bots in UT2003(siehe auch Auszug unter show more). In weiteren KI Interviews kamen auch noch Jay Stelly (Half-Life), Paul Tozour (DeusEx 2), Greg Stelmack (Ghost Recon) und Jon Owen (Ghost Recon) zu Wort.
text (long)
quote: PCG - From a programming POV, what's the difference between good AI and bad AI? Is it simply a matter of programming skill? A matter of having enough time? What are the factors that must be addressed in the creation of good AI?
Steve Polge - The UT 2003 bot AI is designed to be very general, and to work on any arbitrary map that can be created. I had the same design goal for the UT bots, and have achieved this to a much greater extent with UT 2003. However, how well the bots play a given map depends a lot on the level designer setting up pathing and other AI related actors properly. This gives the level designer a lot of control over how bots play a map. Since this is an important part of making the AI play well, I've spent a lot of time making the AI easier to set up, as well as adding new editor tools to automatically check maps for AI problems. |
[ back to the news ] |
related links:
zum InterviewQuelle BeyondUnreal.com |
comments |
|
|
comment error
|
|
you have to be registered and loged in to write comments. if you lost your password click here.
|
|