Blending Autonomy and Control: Creating NPCs for Tom Clancy s The Division

Similar documents
Examples Debug Intro BT Intro BT Edit Real Debug

FPS Assignment Call of Duty 4

Operation Blue Metal Event Outline. Participant Requirements. Patronage Card

Operation Deep Jungle Event Outline. Participant Requirements. Patronage Card

Legends of War: Patton Manual

SimHQ ACE Quick Start Guide

TOM CLANCY S RAINBOW SIX

SYNDICATE MANUAL. Introduction. Main Menu. Game Screen. Journal. Combat

Adjustable Group Behavior of Agents in Action-based Games

Sequence of Play This rulebook is organized according to this Sequence of Play.

Notes about the Kickstarter Print and Play: Components List (Core Game)

QUICKSTART. Game Modes. Combat Roles. Customizing and Learning. Assembling your Team. PvP - Competitive: PvE - Cooperative:

To experience the new content, go to the VR center in Carceburg after doing the alcohol mission.

3rd Edition. Game Overview...2 Component Overview...2 Set-Up...6 Sequence of Play...8 Victory...9 Details of How to Play...9 Assigning Hostiles...

XENONAUTS QUICKSTART GUIDE

Location cards. soldier attacks. HostiLe turn. additional information

USING A FUZZY LOGIC CONTROL SYSTEM FOR AN XPILOT COMBAT AGENT ANDREW HUBLEY AND GARY PARKER

To experience the new content, go to the VR center in Carceburg after doing the alcohol mission.

Ragnarok PS4 Flex Mod Chip Operation Instructions

PROFILE. Jonathan Sherer 9/30/15 1

Building a Better Battle The Halo 3 AI Objectives System

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

IMPERIAL ASSAULT-CORE GAME RULES REFERENCE GUIDE

Strategic and Tactical Reasoning with Waypoints Lars Lidén Valve Software

IMGD 1001: Programming Practices; Artificial Intelligence

Artificial Intelligence for Games

Game Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426.

Opponent Modelling In World Of Warcraft

Game Artificial Intelligence ( CS 4731/7632 )

MDRG Constructed Play Handbook

Steamalot: Epoch s Journey

IMGD 1001: Programming Practices; Artificial Intelligence

HERO++ DESIGN DOCUMENT. By Team CreditNoCredit VERSION 6. June 6, Del Davis Evan Harris Peter Luangrath Craig Nishina

Introduction. Your Commanders gain Experience with every battle, but they also gain Stress. Each Week, you must decide how hard to push your men.

By Dan Verssen Games (DVG)

THE GUIDE

OFFICIAL FAQ VERSION / UPDATED All changes and additions made to this document since the previous version are marked in blue.

13,475 credits Armor Class 4 [15]

A Thunderbolt + Apache Leader TDA

DESCRIPTION. Mission requires WOO addon and two additional addon pbo (included) eg put both in the same place, as WOO addon.

Z-Town Design Document

The Official FAQ ERRATA FAQ 1. Version 1.6 November 2, 2012

the gamedesigninitiative at cornell university Lecture 3 Design Elements

MISSION PACK 7 DIRE FOES MISSION PACK 7: CANDY CLOUD

the gamedesigninitiative at cornell university Lecture 3 Design Elements

Create PDF with GO2PDF for free, if you wish to remove this line, click here to buy Virtual PDF Printer

HORUS HERESY: BETRAYAL AT CALTH BOX BASH

Discussion on Different Types of Game User Interface

CONTENTS THE RULES 3 GAME MODES 6 PLAYING NFL BLITZ 10

ARMY COMMANDER - GREAT WAR INDEX

Creating Dynamic Soundscapes Using an Artificial Sound Designer

A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines

Artificial Intelligence Paper Presentation

DEVELOPMENT PROPOSAL

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops

Cylinder of Zion. Design by Bart Vossen (100932) LD1 3D Level Design, Documentation version 1.0

Conflict Horizon Dallas Walker Conflict Horizon

GAME CONTROLS... 4 XBOX LIVE... 5 MENU SCREENS... 6 PLAYING THE GAME... 9 THE CROSS-COM SYSTEM MULTIPLAYER TECHNICAL SUPPORT...

Defenders of the Last Colony

formidable weapons of war in the galaxy. This engine of destruction was the bane of republic forces throughout the clone wars

CREATURE INVADERS DESIGN DOCUMENT VERSION 0.2 MAY 14, 2009

Budget Battle. Phil West

Game control Element shoot system Controls Elemental shot system

IMPROVING TOWER DEFENSE GAME AI (DIFFERENTIAL EVOLUTION VS EVOLUTIONARY PROGRAMMING) CHEAH KEEI YUAN

BF2 Commander. Apply for Commander.

Background and Generalities

The Level is designed to be reminiscent of an old roman coliseum. It has an oval shape that

Lest We Forget A Solitaire Small Scale Ground Combat Game from WWI to Present Rules of Play

A retro space combat game by Chad Fillion. Chad Fillion Scripting for Interactivity ITGM 719: 5/13/13 Space Attack - Retro space shooter game

the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics

Testing real-time artificial intelligence: an experience with Starcraft c

Operation Take the Hill Event Outline. Participant Requirements. Patronage Card

ABOUT THIS GAME. Raid Mode Add-Ons (Stages, Items)

Transitioning From Linear to Open World Design with Sunset Overdrive. Liz England Designer at Insomniac Games

Chapter 1:Object Interaction with Blueprints. Creating a project and the first level

Reimagining a Classic:

Operation Gathering Forces Event Outline

Principles of Computer Game Design and Implementation. Lecture 29

When connected to Xbox Live, you can discover the full potential of Tom Clancy s Ghost Recon Advanced Warfighter 2 s Multiplayer mode.

An analysis of Cannon By Keith Carter

WELCOME TO THE WORLD OF

INDEX. Game Screen. Status Screen. Workstation. Partner Character

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS

Overview 1. Table of Contents 2. Setup 3. Beginner Walkthrough 5. Parts of a Card 7. Playing Cards 8. Card Effects 10. Reclaiming 11.

Make Your Own Game Tutorial VII: Creating Encounters Part 2

2 SETUP RULES HOW TO WIN IMPORTANT IMPORTANT CHANGES TO THE BOARD. 1. Set up the board showing the 3-4 player side.

the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics

Star Defender. Section 1

Battle of Prokhorovka

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS

Frontier/Modern Wargames Rules

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17

"!" - Game Modding and Development Kit (A Work Nearly Done) '08-'10. Asset Browser

Quake III Fortress Game Review CIS 487

AD VICTORIAM INTRODUCTION BATTLEFIELD SET-UP FOWW SCP

Mass Effect 3 Multiplayer Best Weapons For Each Class

UT^2: Human-like Behavior via Neuroevolution of Combat Behavior and Replay of Human Traces

2 nd Edition Playbook (June 2017)

Transcription:

Blending Autonomy and Control: Creating NPCs for Tom Clancy s The Division Drew Rechner Game Designer @ Massive Entertainment a Ubisoft Studio Philip Dunstan Senior AI Programmer @ Massive Entertainment a Ubisoft Studio

Drew Rechner Game Designer @ Massive Entertainment - a Ubisoft Studio Philip Dunstan Senior AI Programmer @ Massive Entertainment - a Ubisoft Studio

Overview 1 st Half 1 2 3 4 5 6 7 Game Overview Combat NPC Overview Design Philosophy Archetypes Factions Challenge Scaling Behavior Tree Structure 3

Combat NPC Overview 36 unique combat AI split into 11 archetypes 5 enemy factions and 1 friendly faction Detection system, threat system, scripted control, reaction to player Abilities, dynamic objectivehandling, reactions to civilians and wildlife, idle activities Used in both systemic open world and linear, scripted story missions Behavior Tree architecture 4

RPG AND Shooter Strong Archetypes Design Philosophy Realistic Setting Continual Challenge

RPG AND Shooter Allow player to play in different ways and use various roles Combine skills and synergize with other players Incorporate typical RPG systems such as Aggro and Crowd Control Incentivize pre-combat setup and tactical play Reward player skill (twitch) Design Philosophy 6

Realistic Setting Tom Clancy brand demands realism No magic or (too) sci-fi tech Open world allows player to go anywhere at any time Fun is still paramount (fun > intelligence ) Design Philosophy 7

Strong Archetypes Various roles that pose different challenges to the player Encourage the player to utilize different tactics based on the enemy archetype composition Create clear archetypes through obvious signs and feedback to the player Enemy synergies create interesting combat puzzles for the player Design Philosophy 8

Continual Challenge Introduce new concepts and gameplay to the player over time Add or evolve concepts after player mastery Rollout more advanced variants of and new NPC archetypes throughout game Provide choice of multiple difficulty levels for Missions: Normal, Hard, Challenging Design Philosophy 9

Assault Tank Leader Sniper Rusher Thrower Archetypes Heavy Weapons Heavy Weapons Support Controller (+ Turret) Special 10

Target Prioritization Target Ordering Forces player to deal with an immediate threat Repositioning Forcibly moves the player from one location to another (reactive) Archetype Challenges Challenges the player to determine an optimal path for defeating enemies Positioning Encourages the player to move to new, often flanking, locations (proactive) Minimize Exposure Endurance Penalizes the player from being exposed too long Requires the player to spend a great deal of time before defeating the enemy Archetypes 11

Archetype Synergies Archetypes 12

Assault Basic shooting and use of covers Provides standard depth of battlefield Synergy with all archetypes Grunt role within fireteam Challenges basic accuracy, timing, positioning Archetypes 13

Rusher Runs directly towards the target Extra-deadly when within close range Forces the player to defeat the NPC before they are too close Challenges target prioritization, repositioning Archetypes 14

Sniper Long-range Very accurate Punishes player if exposed too long High damage on single target Challenges minimize exposure Archetypes 15

Thrower Throws grenades or other dangerous AoE items Forces the player out of their current position (usually cover) Challenges repositioning Archetypes 16

Controller Fights through a proxy (e.g. Turret) Repairs Turret if damaged Linked to Turret Turret Shoots at exposed enemies Low accuracy, but high RoF Can be repaired by Controller Challenges target ordering, positioning Archetypes 17

Heavy Weapons Suppresses the player with high RoF Long time between reloads Forces the player to avoid exposure Challenges minimize exposure Archetypes 18

Tank Heavy NPC that takes a lot of damage Generally have high damage output Long reload times provide combat opportunity for player Weak point exploitation encouraged in order to defeat NPC Challenges minimize exposure, positioning, endurance Archetypes 19

Leader Affects behavior of nearby NPCs Nearby NPCs become very aggressive Challenges target ordering, repositioning Archetypes 20

Support Assists teammates by healing them during combat Generally defensive in combat Challenges target ordering, positioning Archetypes 21

Special NPCs without strong archetype association Used only in end-game Challenges various Archetypes 22

Rioters Last Man Battalion Cleaners Factions Last Man Battalion (Tier 2) Rikers Joint Task Force 23

Rioters Earliest faction player will encounter Present introductory challenge to the player Build strong archetype associations Disorganized Unskilled Low tech Factions 24

Cleaners Second faction player will encounter Present slightly more advanced challenge to the player Introduce first Controller, Turret, and Tank archetypes to the player Organized Efficient Low tech (though higher tech than Rioters) Factions 25

Rikers Third faction the player will encounter Present more advanced challenge to the player Ruthless and careless (animation) Semi-coordinated Medium tech Factions 26

Last Man Battalion Fourth faction player will encounter Provide advanced challenge Very organized and tactical Modern/high tech Skilled Factions 27

Last Man Battalion (Tier 2) Fifth and final faction player will encounter Intended primarily for end-game Provide the most advanced and difficult challenge to the player Blending between archetypes (e.g. Thrower and Assault or Controller and Support) Advanced reactions to player skills and actions Very organized High tech Highly skilled Factions 28

Joint Task Force Friendly faction Basic in-combat behaviors Force player to do most of the work in combat Cheerleaders for the player throughout the game in both combat and out of combat Basic interactions with player out of combat Factions 29

NPC Challenge Tiers

Faction Tiers Easy Difficult Rioters Cleaners Rikers Last Man Battalion Last Man Battalion (Tier 2) IMPROVED Reaction to Player Skills/Actions Movement Speed/Style Group Behavior Cover Usage Skill Usage Stagger Resistance Suppression Resistance Health Damage Accuracy NPC Challenge Tiers 31

Reaction to Player Abilities/Actions Different profiles to determine reaction to each player Ability (and some actions) Profile changes based on Faction tier and NPC role (e.g. Normal, Veteran, Elite, Named) Dumb Default Elite Tech Heavy Mech NPC Challenge Tiers 32

Dumb Profile Default Profile Used exclusively by the Rioters Allows player to be a bit less careful and skilled with their Abilities and actions Used by majority of NPCs Reacts to Abilities and actions, but does not counter them effectively Elite Profile Tech Profile Used by Elite role and Last Man Battalion (Tier 2) NPCs Counters some player Abilities and actions Used by Agents and some Bosses Counters (hacks) many of the player s Abilities and actions Reaction to Player Abilities 33

Heavy Profile Used exclusively by Tank archetypes Ignores some player Abilities and actions, and counters others in a unique way Turret Profile Used exclusively by Turrets Ignores player actions, but counters some player Abilities in a unique way Reaction to Player Abilities 34

Movement Speed/Style Only modified strafe speed of NPCs and rush speed of Rusher archetypes Some panicked movement styles were swapped with more composed movement styles Two different overall cover movement styles: Mixed Movement NPC sprints to a location, then strafes while shooting to cover Full Strafe NPC strafes while shooting to cover NPC Challenge Tiers 35

Group Behavior Two major groups: Disorganized NPCs do not provide cover fire for each other or coordinate movement Organized NPCs provide cover fire for each other, coordinate their movement, and actively attempt to swarm/surround the player NPC Challenge Tiers 36

Cover Usage Two major groups: Inconsistent NPCs have a chance to move to a non-cover position and only move from it if they re directly being shot at Consistent NPCs always attempt to stay in cover; if they are outside of cover too long, they aggressively attempt to move to cover NPC Challenge Tiers 37

Skill Usage Frequency of Skill usage (grenades, turrets, etc.) altered Modified range, speed of deployment, and cooldown of Skills Swapped out entire Skills depending on desired challenge NPC Challenge Tiers 38

Example: Skill Evolution Rioters Non-lethal, blurred vision status effect Thrower Cleaners Rikers Area Denial, DoT, burn status effect DoT, bleed status effect, short fuse Last Man Battalion DoT, bleed status effect, no fuse, consecutive throws NPC Challenge Tiers 39

Health/Stagger Resistance/ Damage/Accuracy Health, Damage, Stagger Resistance, Suppression Resistance, and Accuracy increased in small amounts per faction tier Stat increases kept to minimum and behaviors mostly used instead NPC Challenge Tiers 40

Other Difficulty Modifiers

NPC Roles Normal Veteran Elite Named Default role of NPCs Improved weapons Armor added Improved aiming Improved weapons Special ammo types Laser sights (cosmetic) Skill modifications Improved player ability reactions Additional Armor Improved aiming Boss NPCs Unique weapons and weapon mods Additional Armor Improved aiming Other Difficulty Modifiers 42

Behavior Tree Structure

Decision-Making Prioritization High-Priority Critical Events Scripted Events Low-Priority Critical Events Objectives Faction Tier Modifiers Base Behavior Archetype Behavior Archetype Modification States/ State Transitions Behavior Tree Structure

45 NPC Behaviors Combat Encounters Behavior Systems - Sensory/Detection - Positioning - Threat Giving Control to Level Designers Cross Discipline Teams

Combat Encounters Open-World Emergent behaviors Roamer mobs Placed encounters Story Missions Authored, linear series of encounters Encounters 46

Player Investigation Phase Allow the player to: Scope out combat area Identify high priority targets Synchronize with Coop players Set up initial combat range Detection System 47

Detection System Idle Ready Investigation Combat Combat Investigation Detection System 48

Alertness Level Underlying the detection system is the alertness level Affected by audio and visual stimuli. Escalation plans differ by archetype and faction. Rioter LMB Detection System 49

Visual Stimuli Vision Cones Forward + periphery cones Instant combat cones 360 close awareness Defined per Archetype Combat and non-combat cones Aiming and Non-aiming Modified based on weather Alertness change rate increases closer to the NPC We also modify the line of sight tests when a player is in low cover out of combat to allow players to stay hidden more easily. Detection System 50

Audio Stimuli Audio Events Sound Type Radius Sound Type limits the highest alert level that can be triggered Interesting sounds can only trigger Ready Suspicious sounds can trigger Investigation but not Combat Threatening sounds can trigger Combat Sound Type Radius Walking Suspicious 5 Parkour Suspicious 10 Skill Use (quiet) Suspicious 15 Skill Use (loud) Suspicious 35 Pistol Threatening 40 Assault Rifle Threatening 40 Explosion (small) Threatening 25 Explosion (large) Threatening 50 Detection System 51

Last Known Positions Allow players to exploit the NPC Detection System as a gameplay mechanic. Players are hidden while repositioning along cover Low profile run when moving from cover to cover NPCs remember the last position a hostile was seen Aim At Position Navmesh Position Detection System 52

Exploiting Detection Detection System 53

Positioning System Positioning System 54

Tactical Positions Manhattan 6 square kilometers 800 000 cover positions 1 500 000 non-cover positions Cover positions Cover facing direction Cover height Cover depth Corner or Non-corner Non-cover positions 4m spacing Rotated grid Positioning System 55

Position Scoring Uses a single Uber position evaluator Many parameters to affect the evaluator Exposed to behavior through different nodes Parameters from behaviors and NPC configuration distance from search position travel distance min/max/optimal target distance cover versus non-cover flanks hostile target flanking by primary and secondary targets line of sight to target or another point fireteam separation and cohesion death stains navigation path passes too close to hostiles Positioning System 56

Successive Queries Cover position with an optimal range Non-cover position with line of sight Cover or non-cover position without line of sight Positioning System 57

Investigation Remove visible positions Select the next position Gather positions within the search area Positioning System 58

Threat System Base Threat - enemy proximity - enemy cover status - enemy flanking status - agent type (Player or NPC) - is the enemy being targeted by allies Action Threat - firing weapons - using skills - damaging the NPC - damaging the NPC s allies Threat System 59

Giving Control to Level Designers 60

Visual Scripting Nodes can modify: Low Level Orders Alert Levels Positioning Threat System High Level Objectives LD Tools 61

Low Level Orders NPC Orders Move to Position Move to Agent Take Cover Follow Agent Aim at Position Used for control of a single NPC in a scripted encounter. e.g. Putting a hostage behind cover. NPC follow a player. Implemented in behavior as critical events. Higher priority than core behaviors. Allows the NPC to respond to grenades or player skills. Shoot at Position Use Skill NPC Orders 62

NPC Orders are Trouble Orders skip the evaluation of the underlying systems Sensory and Detection Threat evaluation Orders break NPC reactivity. Orders don t provide context for following behaviors. An example: A move order that is interrupted by combat Low level orders force Level Designers to create AI!? NPC Orders 63

Combat Positioning Provide Level Designers with modifiers to the position system: NPC Zones Only accept positions within the volume. If NPCs are out of the zone, score positions closer to the zone higher. Tactical Position Modifier Gives score bonus to positions close to the volume with maximum bonus for positions inside the volume. Can limit both volume types to particular archetypes Force snipers to stay in specific locations. Positioning 64

Scripted Alert Levels Idle Ready Investigation Combat Combat Investigation Scripted Investigation Scripted Investigation Provides an area for the NPC to investigate. NPCs don t return to idle. Scripted Combat Used without a hostile target. Level Designers can specify one or more threat directions. Skips initial combat behavior combat reactions and barks. Won t transition to Combat Investigation or Idle. Scripted Combat Alert Levels 65

High Level Objectives NPC Objectives Attack Volume Attack Player/NPC Destroy Prop Defend Volume Defend Player/NPC/Prop Interact with Prop Built on top of the underlying NPC systems. Modify detection, positioning and threat systems. Primary behavior implemented as slightly lower priority than NPC Orders. Throughout the behavior tree, NPC Objectives can provide additional context for behaviors, including animations and NPC barks. Affect both in-combat and out-of-combat behaviors. NPC Objectives 66

Interact with Prop Positioning Increase the score of positions near the object. Further increase the score of positions between the object and hostile threats. Threat Increase the threat value of hostiles near the object Further increase the threat value of any hostiles targeting NPCs interacting with the object. Behaviors Move NPCs to the area if they are a long way away If there are no high value threats, move to the object and begin interaction. NPC Objectives 67

Orders vs Systemic We needed both! In the open world, prefer systemic behaviors Handles unpredictable player movement Low level orders work great in story missions Provides fine level control over agent positioning Better for scripted action sequences than animation sequences. Players will find a way to break all NPC behaviors; and low level orders are more brittle. LD Tools 68

Cross Discipline Teams 69

Communication Building two-way communication bridges. Bugs/Features Education Wikis and email are insufficient. Cross Discipline task forces targeting specific elements of the game. Weekly sync meetings between Level Designers, NPC designers and AI programmers. Embedded a Level Designer within the NPC team. Level Design 70

Validation and Debugging Tools Validate as much as possible in the editor. e.g. Check that volumes contain enough tactical positions Test levels Reproducing problems Providing examples of intended use Expose your internal debug draw Will be used by some Level Designers. BT debugger was almost never used by Level Designers. Level Design 71

Conclusion NPC Faction and Archetype Design Behavior System Design Cross Discipline Teams 72

Thanks