Ive got this months EDGE Magazine, Gary Paterson talks about the Engine in Fifa 10.
"The way we work it is, there's an AI level, an action level and an animation level."
"The CPU AI plays with a virtual joypad. We wanted to make it so the CPU couldn't cheat at all - it could only do what the human could do, press the buttons on the pad. There's logic to determine what buttons the CPU presses - that's one level - and it feeds into the next level [the action level] the same way that a human controlling a pad would feed in".
"The AI system sends this information down to [the action level], and this level tries to make that happen. So, for example if I wanted to shoot the ball i'd have to run to a certain point and play a certain animation to make contact with the ball, so the action level tries to figure all of that out. Then it sends information to play this certain animation to kick the ball."
"The way the ball kick works for us, there's a section of the code that determines the trajectory of the ball based on the animation and the situation around it. It's quite complicated. What we're trying to do is look at all the context that affects kicking the ball."
"If the ball's moving towards me, when I kick it it's going to be moving faster, but it's also more likely to go up in the air. If i'm kicking through 90 degrees, I could maybe hit the far side of the ball and put topspin on it. If the ball's coming up, it's very easy to hit it over the crossbar. With the lateral velocity of the ball, if it's coming across me maybe i shank it. If i'm kicking with the inside of my foot or laces of my foot...
The idea is we're trying to look at the situation we're kicking the ball in and understand how you would then kick the ball in real life."
"We use all these contect factors to decide how you're going to hit the ball - physically how you would hit it - and the affect that would have on the ball trajectory."[/B]