Free-Range AI Creating Compelling Characters for Open...

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Free-Range AI: Creating Compelling Characters for Open World Games Jeet Shroff Lead Programmer

Transcript of Free-Range AI Creating Compelling Characters for Open...

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Free-Range AI: Creating Compelling Characters for Open World Games

Jeet ShroffLead Programmer

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Introductions

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The Talk

Open World

AI

Design

Behavior

Realization

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What makes an open world game?

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The World is a Sandbox

• Open world for us means…

• Sandbox experience

• Systems that interact with each other and the player

• Extend to all contexts

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Sounds great, right?

It is!

Until somebody pees in your sandbox

Giving the player control, means you don’t have it!

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Obvious Challenges for AI

• Adaptable

• Reactive

• Scalable

• Interesting

• Realized

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Maintaining Longevity

• Gameplay loops

• We want variation in our gameplay!

• Challenge:

• Repetitiveness

• Motivation

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Adding Constraints

• Environments

• Time limits

• Amount of enemies

Might work!

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Scripted Gameplay

• Works well for linear games

• Open world:

• Low replay

• Lack of discovery

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Player BehaviorsEasy to represent!

What motivates change?

Can we communicate it to the player?

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Trust the player to create variation through interaction with the

systems

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Variable Gameplay Challenges

• Staging

• Positioning

• Pacing

• Consistent Player Experience

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Focus on Player XP

Build Systems not Moments

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Behavior Representation

• Annotated world

• Reduce complexity

• Easy to understand

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Behavior Trees

• Visual scripting

• Designer friendly

• Easier to understand and debug

• Realization control

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• Set of core behaviors that are deterministic

• Deals with scale and realization costs

• Makes behavior obvious to the player

If the player doesn’t understand what’s happening, it isn’t!

Behavior Trees

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Layered Architecture

• Easier to:

• Pseudo-scripting

• Event handling

• Maintaining context

• Improves realization

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Sub Behaviors

• Dealing with interruption

• Realization variety

• Smaller cost

• Reusable

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I am going to move to cover!

Global Blackboard

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I am going to move to cover!

Global Blackboard

Play animation one-off to ask him

to move!

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External Behavior Trees

• Drive behavior through data

• Game Objects + Environment

• Examples:

• Contextual Actions

• Cover Objects RunExternalTree

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Making Characters Believable

• Realization:

• The secret sauce

• Challenge:

• Maintaining fidelity

• Memory

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Behaviors and Animation

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Data Driving Characters• Previously used controllers

• Cumbersome• Bug prone

• State Tasks• Code snippets• Component based • Much cleaner + easier to script

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External State Machines

• Similar to external behavior trees

• Added on to “extend” the original state machine

• Specifies a default animation set

• Game objects can override animation sets

• Loaded in when needed

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In Summary

• Player centric + systemic solutions

• Use and take advantage of layering behaviors and animation

• Data drive as much as possible!

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Thanks

Jeet Shroff

[email protected]

We’re Hiring!