GDC 2014

GDC 2014 Session Scheduler

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Export Schedule:

The Last of Us: Human Enemy AI

Travis McIntosh  |  Lead Programmer, Naughty Dog, Inc.


Location: Room 2005, West Hall

Format: Session
Track: ProgrammingDesign
Vault Recording: Video


This talk covers the technical and design decisions made to produce the human enemy AI as seen in The Last of Us. It covers the systems that formed the core of the AI decision making, as well as a higher-level look at the behaviors that formed the building blocks of enemy combat and stealth. Navigation, real-time level analysis, combat, search and stealth are all covered in detail, as well as mistakes and future improvements. Finally, the performance characteristics of the AI and various optimizations are discussed in detail. Consider this talk a description, then a postmortem of the human enemy AI.

Takeaway

Attendees will take away knowledge of how The Last of Us AI made high-level decisions in regard to combat, searching and stealth, as well as an understanding of the function and implementation of the systems that supported those decisions.

Intended Audience

This talk is intended for programmers and designers with an interest in combat AI. Although some technical knowledge is helpful (particularly knowledge of AI pathfinding techniques), anyone with a cursory knowledge of high-level AI should be able to understand the majority of the talk.