ai teammates put the player back at the
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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


  1. AI TEAMMATES

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

  3. 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 player situation 2 Revive Smart Recon They can perform specific actions on request 3 Orders Sync Shot

  4. CONTEXT

  5. ARCHITECTURE Teammate Director Teammate Manager Teammate Overlord Order Manager

  6. DATA ARCHITECTURE Fire Hold Go To Regroup Prudent

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

  8. FOLLOW 1

  9. FOLLOW 1 • This works well in « All Clear » situations • Gets tricky when threats are around (Stealth) • Even trickier as the distance between the player and the teammates increases > Pathfind > Stuff happens on their way to the leader

  10. FOLLOW 1 We need some environment analysis OVERLORD

  11. FOLLOW - OVERLORD 1 • Collects information about threats around the leader (~100m) • Cache Allow to evaluate the > Distance to the leader relevance of a position to place the teammates > Distance to teammates > LOS > …

  12. FOLLOW - OVERLORD 1 Distance - player Optimal zone Forbidden zone Allowed zone

  13. FOLLOW - OVERLORD 1 Distance - threats

  14. FOLLOW - OVERLORD 1 Distance - Teammates

  15. FOLLOW - OVERLORD 1 Distance – self

  16. FOLLOW - OVERLORD 1 Outcome We chose in data what kind of filters to apply

  17. FOLLOW 1 • Systemic > LD markups aren’t prerequisite > Works with all topology • Player centric > Data collected around the player > Placement around the player

  18. FIGHT 1 • Teammates don’t start conflicts on their own > Player is detected and engaged > Player gives an order

  19. FIGHT 1 • Threat detection > Detection shapes capture threat signals • Target Selection > Apply filters - Distance - Archetype - Inside Player’s FOV - Highlighted - Not already targeted

  20. FIGHT 1 • Balance Of Power > Multiple events feed a gauge - Registered hits - Kills - Down state >Teammates Damages , shoot frequency and resilience are indexed on it

  21. CHEATS MAY HELP 1 • Teammates are invisible > When not fighting > Without orders • Boosted efficiency > At the beginning of conflict > When in player’s FOV

  22. FIGHT 1 • Systemic progression inside the fight • The few player centric rules added really helped the comprehension and feeling of efficiency .

  23. TEAMMATES REACT TO THEIR SURROUNDINGS AND TO THE PLAYER SITUATION

  24. REVIVE 2 • A Ghost is down: another revives him ReviveManager

  25. REVIVE 2 Player won’t tolerate a rescue fail • Locomotion problems • Situation problem - Teleport on connected triangle - Magic shot to clear the zone - Teleport on body

  26. CHEAT MAY HELP… AGAIN 2 • Teammates can use a Magic shot on targets > Equivalent of a « kill target » > Free itself from the BoP

  27. SMART RECON 2 • Teammates can feed the player with information about surrounding threats. > Their position in the environment > Composition

  28. SMART RECON 2 InterestAreaManager

  29. SMART RECON 2 +300 +9 +10 • CoreLoopManager > Seek threats around the player > Check their eligibility +15 +9 +10 +10 +12 > Assign score

  30. SMART RECON 2 • Teammates become detection pets , useful in recon phase • Add some credibility and understanding of the environment • Omniscience is accepted by the player

  31. TEAMMATES CAN PERFORM SPECIFIC ACTIONS ON REQUEST

  32. ORDERS 3 • Main way of interaction OrderManager Assault Hold Go To Regroup Prudent

  33. ORDER - HOLD 3 • Stop all movement, and stay on the spot

  34. ORDER - REGROUP 3 • Force a close formation around the player • Difficult balance between fast order execution and smart behavior versus threats

  35. ORDER – GO TO 3 • Force a movement to a given location • Difficult balance between fast order execution and smart behavior versus threats

  36. ORDER - ASSAULT 3 • Uses same threats information as the Overlord • Computes a score for each threat - Distance to player - Marked entity - Highlighted entity - Height difference - Alignement with the player’s camera

  37. SYNC SHOT 3 • Marks targets for a synchronized shot - Have to be outside • Teammate will search for a shot position - Not facing a wall • Validate acquisition • Magic shot the target

  38. WRAP UP Player Centric Creative Systemic Vision

  39. THANKS!

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