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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


  1. Case Studies: Brütal Legend tara@doublefine.com

  2. ~50 unique unit types

  3. ~50 unique unit types

  4. ~50 unique unit types

  5. Navigation

  6. Navigation

  7. Brawler vs Strategic AI Tactics

  8. Brawler vs Strategic Perspective

  9. The Team • Anna Kipnis • Chad Dawson • Joe Virskus • Kee Chi • Nathan Martz

  10. ~50 Units in Detail • Component Architecture • Unique Double Teams • Avatar

  11. AI Avatar • Strategic decisions • Combat decisions

  12. AI Avatar – Strategic 1. Retreat if low health

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

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

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

  16. 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

  17. 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

  18. AI Avatar – Combat 1. Rock Solo 2. Double Team 3. Melee and guitar attacks

  19. Double Teams

  20. Double Teams

  21. Double Teams

  22. Double Teams

  23. Double Teams

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

  25. Double Teams

  26. Double Teams Beast: CoopEval=CoopEvalManyTargets { AITargetSearchRadius=35; Priority=0.7; };

  27. Double Teams HairHead: CoopEval=CoopEvalHighValueTarget { BestValueRatio=1.5; };

  28. AI Avatar • CoopEvalDistance • CoopEvalMegastage • SoloEvalHelper

  29. Questions?

  30. On the AI Strategy for KILLZONE 2’s Bots Alex Champandard – AiGameDev.com Remco Straatman – Guerrilla Tim Verweij – Guerrilla

  31. Gameplay (video)

  32. THE CHALLENGE

  33. Maps

  34. Game Modes • Search and Retrieve • Capture and Hold • Assassination • Body Count • Seach and Destroy

  35. Badges

  36. Weapons

  37. THE SOLUTION

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

  39. Architecture Individual AI Squad AI Individual AI Individual AI Squad Individual AI Strategy AI AI Individual AI Squad Individual AI AI Individual AI Individual AI Squad Individual AI AI

  40. Architecture Killzone 2 Multiplayer Bots R. Straatman, T. Verweij. Paris Game AI Conference, 2009.

  41. Internal Architecture Search & Destroy Capture & Hold Search & Retrieve Assassination Body Count Objectives: Base Strategy Squads: Bots:

  42. Waypoint Network

  43. Strategic Graph

  44. Area Clustering Algorithms Automated Terrain Analysis William van der Sterren AiGameDev.com Masterclass, 2009.

  45. Manual Annotations

  46. Regroup Locations

  47. Mission-Specific Defense

  48. Sniping Locations

  49. Terrain Analysis Procedural Combat Tactics Remco Straatman, William van der Sterren, Arjen Beij. Game Developers Conference, 2005. Terrain Analysis & Reasoning Kevin Dill, Sergio Garces, William van der Sterren, Paul Tozour. AiGameDev.com Special Report, 2008.

  50. Influence Map

  51. Strategic Pathfinding

  52. Strategic Pathfinding

  53. Strategic Pathfinding

  54. Strategic Pathfinding

  55. Strategic Pathfinding Realistic Autonomous Navigation in Dynamic Environments Alex J. Champandard Masters Research Thesis, University of Edinburgh, 2002.

  56. Squad Assignment

  57. Objective Assignment

  58. Squad / Objective Assignment Building a Better Battle: The Halo 3 AI Objectives System Damian Isla Game Developers Conference, 2008.

  59. THE RESULTS

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

  61. Analysis

  62. Embracing Special Cases

  63. Explosive Ambush (video)

  64. Turret Wall (video)

  65. Modern Combat AI Less "Expert System" and more “Creative AI." • Gameplay data-mining. • Optimization algorithms.

  66. Embracing Special Cases

  67. What‘s Next?

  68. On the AI Strategy for Killzone 2’s Bots Alex Champandard – AiGameDev.com Remco Straatman – Guerrilla Tim Verweij – Guerrilla

  69. Dawn of War 2 AI Postmortem Chris Jurney Senior Programmer Double Fine Productions

  70. Overview • What Went Wrong • What Went Right • Assorted Technical and Production Nuggets

  71. Goals for Dawn of War 2 • Bringing Dawn of War into the Company of Heroes engine

  72. What Went Wrong

  73. What Went Wrong • No Team Overlap Company Dawn of of Heroes War 2 25 Programmers 20 Programmers 1.5 Programmers

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

  75. What Went Wrong • Designer Bandwidth

  76. What Went Wrong • Designer Bandwidth – AI design is a deep specialty – AI changes cascade (balance)

  77. What Went Right

  78. What Went Right • AI Programmer/AI Designer pair • Short iteration cycles

  79. Search Based Melee

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

  81. No Touching

  82. Touching

  83. Search Based Melee • Tabletop solution • Consider ring base in A* search • Only accept goal cells where rings exactly touch

  84. Search Based Melee • Lots of benefits… • Exact distance for animators • Extra room between units to increase mobility of other unit

  85. Problem: Group Overlap • Multiple units attacking a single target bump and overlap • Fix: Enforce circular bases between units with the same target

  86. Group overlap example screen showing melee rings

  87. Problem: Group Overlap • Decide whether to re-move based on current overlap and priority • In A* search, only accept goal cells with no overlap • Only perform fancier steps when near enough melee target to matter

  88. Search Based Melee Ork Rugby

  89. Search Based Melee

  90. What Went Right Defining Personality with AI

  91. 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

  92. Defining Personality Company of Heroes Squad Plan Under Un der Attack! k! Al All Squa uad: : Seek ek Cover er Nearby y (5m) Al All Squa uad: : Wait Few w Seconds onds Core: re: Advance ce 15m To Bet etter er Cover Flanks nks: : Advance ce 15m To Bet etter er Cover er

  93. Defining Personality Move out!

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