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The AI Systems of Left 4 Dead - Valve

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Goal: Promote Replayability<br />

Procedurally Populated Environments<br />

‣ Populating via Structured Unpredictability<br />

• Not purely random, nor deterministically uniform<br />

• Population functions where space and/or time varies based<br />

on designer-defined amount <strong>of</strong> randomization<br />

• Example: Mob spawns<br />

• Occur at randomized interval between 90 and 180 seconds<br />

• Located at randomized spot “behind” the Survivor team<br />

• Structured Unpredictability = Superposition <strong>of</strong> several <strong>of</strong><br />

these population functions

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