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 - - 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
PUT THE PLAYER BACK AT THE CENTER OF OUR FRIENDLY AI BEHAVIOR
PLAN
Context Architecture
1
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
2 3
Follow Fight Revive Smart Recon Orders Sync Shot
CONTEXT
ARCHITECTURE
Teammate Manager Teammate Director Teammate Order Manager Overlord
DATA ARCHITECTURE
Fire Hold Go To Regroup Prudent
TEAMMATES JOIN THE ACTION WITHOUT STEALING THE LIMELIGHT AWAY FROM THE PLAYER
FOLLOW
1
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
1
FOLLOW
We need some environment analysis OVERLORD
1
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
1
FOLLOW - OVERLORD
Distance - player
Forbidden zone Allowed zone Optimal zone
1
FOLLOW - OVERLORD
Distance - threats
1
FOLLOW - OVERLORD
Distance - Teammates
1
FOLLOW - OVERLORD
Distance – self
1
FOLLOW - OVERLORD
Outcome
We chose in data what kind of filters to apply 1
FOLLOW
- Systemic
> LD markups aren’t prerequisite > Works with all topology
- Player centric
> Data collected around the player > Placement around the player
1
FIGHT
- Teammates don’t start conflicts on their
- wn
> Player is detected and engaged > Player gives an order
1
FIGHT
- Target Selection
> Apply filters
- Distance
- Archetype
- Inside Player’s FOV
- Highlighted
- Not already targeted
- Threat detection
> Detection shapes capture threat signals
1
FIGHT
- Balance Of Power
> Multiple events feed a gauge >Teammates Damages, shoot frequency and resilience are indexed
- n it
- Registered hits
- Kills
- Down state
1
CHEATS MAY HELP
- Teammates are invisible
> When not fighting > Without orders
- Boosted efficiency
> At the beginning of conflict > When in player’s FOV
1
FIGHT
- Systemic progression inside the fight
- The few player centric rules added
really helped the comprehension and feeling of efficiency.
1
TEAMMATES REACT TO THEIR SURROUNDINGS AND TO THE PLAYER SITUATION
REVIVE
- A Ghost is down: another revives him
ReviveManager 2
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
2
CHEAT MAY HELP… AGAIN
- Teammates can use a Magic shot on
targets > Equivalent of a « kill target » > Free itself from the BoP
2
SMART RECON
- Teammates can feed the player with
information about surrounding threats. > Their position in the environment > Composition
2
SMART RECON
InterestAreaManager 2
SMART RECON
- CoreLoopManager
+10 +12 +9 +10 +15 +10 +9 +300
> Seek threats around the player > Assign score > Check their eligibility
2
SMART RECON
- Teammates become detection pets, useful
in recon phase
- Add some credibility and understanding of
the environment
- Omniscience is accepted by the player
2
TEAMMATES CAN PERFORM SPECIFIC ACTIONS ON REQUEST
ORDERS
- Main way of interaction
Assault Hold Go To Regroup Prudent
OrderManager 3
ORDER - HOLD
- Stop all movement, and stay on the spot
3
ORDER - REGROUP
- Force a close formation around the
player
- Difficult balance between fast order
execution and smart behavior versus threats
3
ORDER – GO TO
- Force a movement to a given location
- Difficult balance between fast order
execution and smart behavior versus threats
3
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
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
3