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Product: SpirOps Powers Splinter Cell Double Agent MP AI

SpirOps today announced that Ubisoft uses SpirOps AI to bring opponents to life in the multiplayer version of the recently released video game _Tom Clancy's Splinter Ce...

Simon Carless, Blogger

October 26, 2006

1 Min Read
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SpirOps today announced that Ubisoft uses SpirOps AI to bring opponents to life in the multiplayer version of the recently released video game Tom Clancy's Splinter Cell Double Agent. With Tom Clancy's Splinter Cell Double Agent, for the very first time the Tom Clancy’s Splinter Cell saga features computer controlled opponents (bots) for the multi-player version. The Spy versus Mercenaries mode will allow players to face off with other players or with vicious mercenary bots powered by SpirOps AI. SpirOps AI helps game developers bestow their virtual characters with realistic behavior, thanks to a new approach to Artificial Intelligence (AI), called Drive Oriented. SpirOps AI allows virtual characters to learn independently how to live better and longer in their virtual world; adapting with evolutions in their virtual world and with the players’ actions. “The choice of the Artificial Intelligence technology was critical,” explains Olivier Saillant, Lead Programmer for Ubisoft’s Annecy Studio. “Bots had to be a realistic alternative to human players. We needed an AI solution that could handle various human behaviors while letting us keep control over the game. SpirOps AI, thanks to its Drive Oriented layer approach, totally fits this need."

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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