Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.
Tomohiro Mori (AI Engineer, SQUARE ENIX CO., LTD.)
Kousuke Namiki (Senior AI Enginner, SQUARE ENIX CO., LTD.)
Location: Channel 2
Date: Tuesday, July 20
Time: 2:00pm - 2:30pm
Pass Type: All Access Pass, Summits Pass
Vault Recording: TBD
Audience Level: N/A: I would like to deliver a virtual presentation only
HTN systems are an AI architecture for long-term behavior in games. However, the HTN systems have no mechanism to handle accidental changes or hostile agent behavior. When using the HTN systems in games where the situation changes in real time, conventional games have dealt with this by increasing the frequency of "replanning," which is the process of remaking the plan. In many cases, this resulted in destroying the long-term thinking of the AI. For this reason, we have developed ART-HTN, an evolution of the HTN system that is more suitable for real-time games. In this session, we will talk about how to deal with the problems of HTN systems and how to adapt it to various situations.
Participants will learn about AI architectures that allow for planned behavior in a real-time environment, and methods for developing planning techniques to use in real-time games.
・Anyone who wants an NPC or NPC group to take deliberate action
・Anyone who wants to use planning techniques for AI architecture