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Simon Girard (AI Programmer, Ubisoft)
Pass Type: All Access Pass, Core Pass
Topic: Design, Programming
Vault Recording: TBD
Audience Level: N/A: I would like to deliver a virtual presentation only
With open-world games becoming more and more dynamic and giving ever-increasing freedom to players, there is increasing pressure for the NPCs populating those worlds to act and react intelligently. In order to meet these demands, Assassin's Creed Odyssey moved away from a traditional scripted decision making system towards a GOAP-based planner. The team had an opportunity to apply the learnings from Odyssey to deliver the various creatures and denizen in Immortals Fenyx Rising. This session will provide insight on the challenges met and the lessons learned during the development of the planning system, across two projects.
Attendees will gain an understanding of the strengths and weaknesses of a GOAP-based planning system as well as the challenges to be faced when implementing such a system.
Game Designers, AI Programmers, Gameplay Programmers of all levels. No in-depth technical background is needed, though some familiarity with common AI techniques helps.