AI TEAMMATES PUT THE PLAYER BACK AT THE CENTER OF OUR FRIENDLY AI - - PowerPoint PPT Presentation

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AI TEAMMATES PUT THE PLAYER BACK AT THE CENTER OF OUR FRIENDLY AI - - PowerPoint PPT Presentation

AI TEAMMATES PUT THE PLAYER BACK AT THE CENTER OF OUR FRIENDLY AI BEHAVIOR PLAN Context Architecture Teammates join the action without stealing the limelight away from the player 1 Follow Fight They react to their surroundings and to the


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AI TEAMMATES

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PUT THE PLAYER BACK AT THE CENTER OF OUR FRIENDLY AI BEHAVIOR

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PLAN

Context Architecture

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Teammates join the action without stealing the limelight away from the player They react to their surroundings and to the player situation They can perform specific actions on request

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Follow Fight Revive Smart Recon Orders Sync Shot

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CONTEXT

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ARCHITECTURE

Teammate Manager Teammate Director Teammate Order Manager Overlord

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DATA ARCHITECTURE

Fire Hold Go To Regroup Prudent

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TEAMMATES JOIN THE ACTION WITHOUT STEALING THE LIMELIGHT AWAY FROM THE PLAYER

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FOLLOW

1

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FOLLOW

  • Even trickier as the distance between the player and the teammates increases
  • This works well in « All Clear » situations
  • Gets tricky when threats are around (Stealth)

> Pathfind > Stuff happens on their way to the leader

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FOLLOW

We need some environment analysis OVERLORD

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FOLLOW - OVERLORD

  • Collects information about threats around the leader (~100m)
  • Cache

> Distance to the leader > Distance to teammates > LOS > … Allow to evaluate the relevance of a position to place the teammates

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FOLLOW - OVERLORD

Distance - player

Forbidden zone Allowed zone Optimal zone

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FOLLOW - OVERLORD

Distance - threats

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FOLLOW - OVERLORD

Distance - Teammates

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FOLLOW - OVERLORD

Distance – self

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FOLLOW - OVERLORD

Outcome

We chose in data what kind of filters to apply 1

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FOLLOW

  • Systemic

> LD markups aren’t prerequisite > Works with all topology

  • Player centric

> Data collected around the player > Placement around the player

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FIGHT

  • Teammates don’t start conflicts on their
  • wn

> Player is detected and engaged > Player gives an order

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FIGHT

  • Target Selection

> Apply filters

  • Distance
  • Archetype
  • Inside Player’s FOV
  • Highlighted
  • Not already targeted
  • Threat detection

> Detection shapes capture threat signals

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FIGHT

  • Balance Of Power

> Multiple events feed a gauge >Teammates Damages, shoot frequency and resilience are indexed

  • n it
  • Registered hits
  • Kills
  • Down state

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CHEATS MAY HELP

  • Teammates are invisible

> When not fighting > Without orders

  • Boosted efficiency

> At the beginning of conflict > When in player’s FOV

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FIGHT

  • Systemic progression inside the fight
  • The few player centric rules added

really helped the comprehension and feeling of efficiency.

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TEAMMATES REACT TO THEIR SURROUNDINGS AND TO THE PLAYER SITUATION

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REVIVE

  • A Ghost is down: another revives him

ReviveManager 2

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REVIVE

  • Locomotion problems
  • Situation problem

Player won’t tolerate a rescue fail

  • Teleport on connected triangle
  • Teleport on body
  • Magic shot to clear the zone

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CHEAT MAY HELP… AGAIN

  • Teammates can use a Magic shot on

targets > Equivalent of a « kill target » > Free itself from the BoP

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SMART RECON

  • Teammates can feed the player with

information about surrounding threats. > Their position in the environment > Composition

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SMART RECON

InterestAreaManager 2

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SMART RECON

  • CoreLoopManager

+10 +12 +9 +10 +15 +10 +9 +300

> Seek threats around the player > Assign score > Check their eligibility

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SMART RECON

  • Teammates become detection pets, useful

in recon phase

  • Add some credibility and understanding of

the environment

  • Omniscience is accepted by the player

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TEAMMATES CAN PERFORM SPECIFIC ACTIONS ON REQUEST

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ORDERS

  • Main way of interaction

Assault Hold Go To Regroup Prudent

OrderManager 3

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ORDER - HOLD

  • Stop all movement, and stay on the spot

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ORDER - REGROUP

  • Force a close formation around the

player

  • Difficult balance between fast order

execution and smart behavior versus threats

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ORDER – GO TO

  • Force a movement to a given location
  • Difficult balance between fast order

execution and smart behavior versus threats

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ORDER - ASSAULT

  • Alignement with the player’s camera
  • Marked entity
  • Highlighted entity
  • Height difference
  • Distance to player
  • Uses same threats information as the

Overlord

  • Computes a score for each threat

3

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SYNC SHOT

  • Marks targets for a synchronized shot
  • Teammate will search for a shot

position

  • Magic shot the target
  • Have to be outside
  • Not facing a wall
  • Validate acquisition

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WRAP UP

Creative Vision Systemic Player Centric

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THANKS!