While I’m on the outside looking in, I suspect that the much of this is done to help with readability and maintaining the codebase, such that it is more sustainable. While there are still unique AI features and behaviours in Red Alert – and we’ll get to them later – it looks like the basic mechanisms were copied over to Tiberian Dawn. In addition, it looks like a lot of code in the remaster was cleaned up in Red Alert and then transferred across to Tiberian Dawn. AI OverviewĬommand and Conquer is written in the C++ programming language and while Red Alert is a bigger game comprised of more source files and assets, the core architecture for both games is markedly similar. While modders had largely reversed engineered the game over the years, having the code right there is a fantastic educational resource and in this case, a great opportunity to see how the AI works in one the most prolific games in the genre. The source code gives an unprecedented insight into the inner workings of both games, although some code has been slightly modified so that it can run on Petroglyph’s GlyphX engine that was used for the remaster. The source code is provided as part of the installation when you purchase Command and Conquer Remastered, but it is also freely available via GitHub. So the recent re-release of Tiberian Dawn and Red Alert is a cause for celebration because Electronic Arts released the source code to the public in an effort to support the games still thriving modding communities. But it’s also a genre notorious for cheating and exploits. AI commanders need to show tactical and strategic coordination at the more abstract macro layer, while also being fast and reactive on the micro layer, plus the AI of the individual units themselves. Real-time strategy presents a fascinating and challenging genre for artificial intelligence. And now after 25 years, Electronic Arts has published this remastered collection by working alongside Petroglyph Games, the studio famous for RTS titles such as Star Wars: Empire at War and the 8-Bit Armies series, which was founded by ex Westwood developers after EA bought the studio in 1998, only to later shut it down and merge it into EA Los Angeles in 2003. 1992’s Dune II: The Building of a Dynasty established a format and style that would define the genre for many years, with Blizzard releasing Warcraft: Orcs and Humans in November of 1994 and Westwood doubling-down on their own style and philosophies with the release of the inaugural Command and Conquer in 1995, with Red Alert appearing on the market one year later. However, Westwood is largely known for its work on PC titles and sits alongside Blizzard Entertainment as the architects of the real-time strategy game. Founded in 1985 as Westwood Associates, before being renamed in 1992 during a merger with Virgin Games, the studio achieved early success with games developed on a variety of platforms such as the Amiga, Atari ST, Commodore 64, Apple II and Nintendo Entertainment Systems. Defining AI for RTS GamesĬommand and Conquer and its creators Westwood Studios are two names that carry a tremendous legacy in the video games industry. Let’s dive into the codebase to find out how two of the most revered titles in RTS history went about building their AI systems. It’s an impressive package: with remastered 4K visuals, a rebuilt multiplayer engine, re-recorded soundtrack and more, but it also comes with an added bonus: the release of the original source code. And now 25 years later, it’s blasting back into modern gaming as both the original game (often referred to as Tiberian Dawn) and Command and Conquer: Red Alert – both a prequel and the first entry of a successful spin-off series – have been remastered with all the trimmings of contemporary PC gaming. You can support this work by visiting my Patreon page.Ĭommand and Conquer was a groundbreaking entry for real-time strategy games upon its release in 1995 and helped define the genre in its early days. 'AI and Games' is a crowdfunded YouTube series that explores research and applications of artificial intelligence in video games.
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