How to properly kill people (in games)
Summary
This article explains the evolution of an AI/behavior system used in military simulation and game scenarios, centered on Bohemia Interactive’s Arma ecosystem. It describes multiple versions of the Red Queen system and the technical approaches behind decision-making, pathing, scheduling, and tactical behavior. The piece also compares different modeling methods such as FSMs, GOAP, RNNs, and other machine-learning techniques. It focuses on design tradeoffs, implementation details, and performance changes across releases. The overall emphasis is on software development for game and simulation AI.
AskAI Classifications
Sectors
No sectors detected
Functions
No functions detected