GDC 2014

GDC 2014 Session Scheduler

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Modeling AI Perception and Awareness in Splinter Cell: Blacklist

Martin Walsh  |  AI Lead Programmer, Ubisoft

Location: Room 2010, West Hall

Format: Session
Track: ProgrammingDesign
Vault Recording: Video

With many recent games incorporating stealth elements and more meaningful AI interactions, gamers expect more from AI perception models than a simple vision cone and hearing radius. They expect realistic vision and hearing, but they also expect social, environmental and contextual awareness; in other words, they expect the AI to sense and react the way a human would to a large range of stimuli in a large variety of situations. But having realistic perception and behavior is not enough, players need clear feedback to understand the model and the current state of the AI. In this session, Martin will describe the models we used on Splinter Cell: Blacklist, the reason for using them, issues we ran into, and our overall strategy for giving consistent feedback to the player while maintaining realism.


The audience will leave with clear examples of what works and what doesn't for modeling perception and awareness in a realistic game, and how to provide realistic yet understandable feedback to the player. The examples will be detailed enough that they should be directly applicable to the attendee's current project.

Intended Audience

This talk is intended for AI programmers and designers. No prerequisite knowledge is required, but the biggest beneficiaries will be working on a game with stealth elements, or where more realistic AI perception, awareness and reactions are desired.