Sandbox Assassin: The AI of Hitman (2016) | AI and Games #45
Hitman (2016) was a refreshing take on IO Interactive's beloved franchise that returned Agent 47 to his roots. These vast new playgrounds are full of AI characters living their lives, blissfully unaware of the players presence. In this episode I explore the suite of AI systems running under the hood that allows for thousands of AI characters to be active in a given level for both Hitman and 2018's Hitman 2.
Special thanks to IO Interactive and their community and AI teams for reaching out to me on Twitter and offering to help! This final version of the episode not only has the seal of approval from the studio, but also has new information not available in my research sources.
Chapters
[00:00] Introduction
[01:02] The Hitman franchise
[04:44] The Hitman AI Architecture
[13:05] The Crowd AI System
[19:27] The AI of Hitman 2016
[25:32] AI-Driven Animation
[28:45] The AI of Hitman 2
[30:53] Closing
This video is based on the following presentations:
"Creating the AI for the Living, Breathing World of Hitman Absolution" by Mika Vehkala, GDC Europe 2013.
"Crowds in Hitman: Absolution" by Kasper Fauerby, Game/AI Conference 2012
"Reinforcement Learning based Character Locomotion in Hitman: Absolution" by Michael Büttner, Game/AI Conference 2012.
"Bodyguards and VIPs: A look at ambient, alert and evacuation AI behaviour in Hitman" by Jason Schroder and Thomas Egeskov Petersen. nucl.AI Conference 2016.
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