Summary

This was the dissertation I wrote for the HPQ (Higher Project Qualification). It was a project I did just before GCSEs and was probably my first attempt at writing a well researched, comprehensive report. In the essay I look at how several AI systems are implemented in games, and whether it’s even worth developing realistic AI for games. I look at behaviour trees in HALO, Goal Orientated Action planning (based on the STRIPS planning system) in F.E.A.R, A macro and micro AI combination in Alien Isolation, and the A-life system in S.T.A.L.K.E.R. There were many other games I was interested in exploring, but I only had the word count for these 4. The main insight is that good video game AI has much more to do with complimenting game design rather than trying to be as realistic as possible. I learnt a lot of skills about referencing practices and time management through this project.

Hindsight

I considered taking this off the website, but I’ve decided against it. Although the writing is sometimes a bit childish, it is still something which I look back on fondly and am proud of. I learnt so much about different approaches to AI and how simpler solutions can sometimes be more effective. I also learnt about the STRIPS system which later came up in my second year of university. It was just me and a friend taking this qualification at school, and I’m proud of myself for deciding to do it and for what I made!