Case Studies: Brtal Legend tara@doublefine.com ~50 unique unit - - PowerPoint PPT Presentation

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Case Studies: Brtal Legend tara@doublefine.com ~50 unique unit - - PowerPoint PPT Presentation

Case Studies: Brtal Legend tara@doublefine.com ~50 unique unit types ~50 unique unit types ~50 unique unit types Navigation Navigation Brawler vs Strategic AI Tactics Brawler vs Strategic Perspective The Team Anna Kipnis Chad


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Case Studies: Brütal Legend

tara@doublefine.com

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~50 unique unit types

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~50 unique unit types

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~50 unique unit types

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Navigation

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Navigation

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Brawler vs Strategic AI Tactics

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Brawler vs Strategic Perspective

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The Team

  • Anna Kipnis
  • Chad Dawson
  • Joe Virskus
  • Kee Chi
  • Nathan Martz
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~50 Units in Detail

  • Component Architecture
  • Unique Double Teams
  • Avatar
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AI Avatar

  • Strategic decisions
  • Combat decisions
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AI Avatar – Strategic

  • 1. Retreat if low health
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AI Avatar – Strategic

  • 1. Retreat if low health
  • 2. Capture uncapped geysers
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AI Avatar – Strategic

  • 1. Retreat if low health
  • 2. Capture uncapped geysers
  • 3. Defend base
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AI Avatar – Strategic

  • 1. Retreat if low health
  • 2. Capture uncapped geysers
  • 3. Defend base
  • 4. Join battles in progress
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AI Avatar – Strategic

  • 1. Retreat if low health
  • 2. Capture uncapped geysers
  • 3. Defend base
  • 4. Join battles in progress
  • 5. Help units under attack
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AI Avatar – Strategic

  • 1. Retreat if low health
  • 2. Capture uncapped geysers
  • 3. Defend base
  • 4. Join battles in progress
  • 5. Help units under attack
  • 6. Hang out with largest army
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AI Avatar – Combat

  • 1. Rock Solo
  • 2. Double Team
  • 3. Melee and guitar attacks
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Double Teams

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Double Teams

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Double Teams

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Double Teams

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Double Teams

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Double Teams

  • How to use them
  • When to use them
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Double Teams

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Double Teams

Beast: CoopEval=CoopEvalManyTargets { AITargetSearchRadius=35; Priority=0.7; };

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Double Teams

HairHead: CoopEval=CoopEvalHighValueTarget { BestValueRatio=1.5; };

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AI Avatar

  • CoopEvalDistance
  • CoopEvalMegastage
  • SoloEvalHelper
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Questions?

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On the AI Strategy for KILLZONE 2’s Bots

Alex Champandard – AiGameDev.com Remco Straatman – Guerrilla Tim Verweij – Guerrilla

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Gameplay

(video)

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THE CHALLENGE

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Maps

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Game Modes

  • Search and Retrieve
  • Capture and Hold
  • Assassination
  • Body Count
  • Seach and Destroy
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Badges

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Weapons

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THE SOLUTION

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Take Away Strategy is more than the sum of its parts.

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Architecture Strategy AI

Squad AI Squad AI Squad AI Squad AI

Individual AI Individual AI Individual AI Individual AI Individual AI Individual AI Individual AI Individual AI Individual AI

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Architecture

Killzone 2 Multiplayer Bots

  • R. Straatman, T. Verweij.

Paris Game AI Conference, 2009.

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Internal Architecture

Capture & Hold Search & Destroy Assassination Body Count Search & Retrieve

Base Strategy

Objectives: Squads: Bots:

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Waypoint Network

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Strategic Graph

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Area Clustering Algorithms

Automated Terrain Analysis William van der Sterren

AiGameDev.com Masterclass, 2009.

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Manual Annotations

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Regroup Locations

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Mission-Specific Defense

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Sniping Locations

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Terrain Analysis

Terrain Analysis & Reasoning

Kevin Dill, Sergio Garces, William van der Sterren, Paul Tozour. AiGameDev.com Special Report, 2008.

Procedural Combat Tactics

Remco Straatman, William van der Sterren, Arjen Beij. Game Developers Conference, 2005.

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Influence Map

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Strategic Pathfinding

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Strategic Pathfinding

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Strategic Pathfinding

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Strategic Pathfinding

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Strategic Pathfinding

Realistic Autonomous Navigation in Dynamic Environments Alex J. Champandard

Masters Research Thesis, University of Edinburgh, 2002.

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Squad Assignment

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Objective Assignment

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Squad / Objective Assignment

Building a Better Battle: The Halo 3 AI Objectives System Damian Isla

Game Developers Conference, 2008.

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THE RESULTS

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Reception

Don‘t listen to anything he says; he‘s biased.

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Analysis

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Embracing Special Cases

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Explosive Ambush

(video)

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Turret Wall

(video)

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Modern Combat AI Less "Expert System" and more “Creative AI."

  • Gameplay data-mining.
  • Optimization algorithms.
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Embracing Special Cases

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What‘s Next?

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On the AI Strategy for Killzone 2’s Bots

Alex Champandard – AiGameDev.com Remco Straatman – Guerrilla Tim Verweij – Guerrilla

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Dawn of War 2 AI Postmortem

Chris Jurney Senior Programmer Double Fine Productions

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Overview

  • What Went Wrong
  • What Went Right
  • Assorted Technical and Production Nuggets
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Goals for Dawn of War 2

  • Bringing Dawn of War into the

Company of Heroes engine

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What Went Wrong

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What Went Wrong

  • No Team Overlap

1.5 Programmers 25 Programmers 20 Programmers Company

  • f Heroes

Dawn of War 2

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What Went Wrong

  • No Team Overlap
  • Results: Lots of rework and lost effort
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What Went Wrong

  • Designer Bandwidth
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What Went Wrong

  • Designer Bandwidth

– AI design is a deep specialty – AI changes cascade (balance)

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What Went Right

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What Went Right

  • AI Programmer/AI Designer pair
  • Short iteration cycles
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Search Based Melee

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Touching

  • Company of Heroes – no touching
  • Dawn of War 2 – lots of touching
  • No touching example
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No Touching

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Touching

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Search Based Melee

  • Tabletop solution
  • Consider ring base

in A* search

  • Only accept goal

cells where rings exactly touch

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Search Based Melee

  • Lots of benefits…
  • Exact distance for animators
  • Extra room between units to increase

mobility of other unit

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Problem: Group Overlap

  • Multiple units attacking a single target bump

and overlap

  • Fix: Enforce circular bases between units

with the same target

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Group overlap example screen showing melee rings

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Problem: Group Overlap

  • Decide whether to re-move based on current
  • verlap and priority
  • In A* search, only accept goal cells with no
  • verlap
  • Only perform fancier steps when near

enough melee target to matter

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Search Based Melee

Ork Rugby

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Search Based Melee

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What Went Right

Defining Personality with AI

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Defining Personality

  • Dawn of War 2 units has fewer animations

than Company of Heroes units

  • Compensate for animation with AI
  • Create new plan functionality for new unit

capabilities

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Defining Personality

Un Under der Attack! k! Al All Squa uad: : Seek ek Cover er Nearby y (5m) Al All Squa uad: : Wait Few w Seconds

  • nds

Core: re: Advance ce 15m To Bet etter er Cover Flanks nks: : Advance ce 15m To Bet etter er Cover er

Company of Heroes Squad Plan

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Defining Personality

Move out!

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Defining Personality

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Dawn of War 2 AI Postmortem

Chris Jurney Senior Programmer Double Fine Productions http://gdc.chrisjurney.com jurney@gmail.com