Believable Tactics for Squad AI

A session at GDC Game Developers Conference 2012

Monday 5th March, 2012

11:15am to 11:40am (PST)

Squads of non-player characters are notoriously hard to get right, particularly when designing the highly visible interactions of teammate squad members. Through a series of live, interactive demos, this presentation will compare a wide variety of techniques commonly used in the games industry for creating dynamic squad behaviors, including attacking and flanking, suppression and player leading and following. The analysis will include both centralized and distributed designs for squad member synchronization, the trade-offs of scripted versus procedural designs and high-level techniques for tactical squad path finding and cover selection.

About the speakers

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Matthew Jack
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Everything about artificial intelligence and game development. Your online hub for Game/AI! bio from Twitter

This person is speaking at this event.
Philip Dunstan

Senior AI R&D Engineer at AiGameDev.com bio from Twitter

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Time 11:15am11:40am PST

Date Mon 5th March 2012


2006, Moscone Center

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