casting digital extras dr. paul a. kruszewski president, grip
DESCRIPTION
Who is GRIP? A game AI software company in Montreal A game AI software company in Montreal The guys who created AI.implant The guys who created AI.implant 2002 Best AI tool (Game Developer Magazine Frontline Award) 2002 Best AI tool (Game Developer Magazine Frontline Award) 2006 Best middleware (Game Developer Magazine Frontline Award) 2006 Best middleware (Game Developer Magazine Frontline Award) GRIP credits include GRIP credits include Army of TWO: the 40th day™, Deus Ex 3, Tron:evolution Army of TWO: the 40th day™, Deus Ex 3, Tron:evolution GRIP customers include GRIP customers include Autodesk, BioWare, Disney, EA, Eidos & Intel Autodesk, BioWare, Disney, EA, Eidos & IntelTRANSCRIPT
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Casting Digital Extras
Dr. Paul A. KruszewskiPresident, GRIP
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Overview• Where we are coming from• Where we are at• Where we are going
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Who is GRIP?• A game AI software company in Montreal
• The guys who created AI.implant• 2002 Best AI tool (Game Developer Magazine Frontline Award)• 2006 Best middleware (Game Developer Magazine Frontline Award)
• GRIP credits include• Army of TWO: the 40th day™, Deus Ex 3, Tron:evolution
• GRIP customers include• Autodesk, BioWare, Disney, EA, Eidos & Intel
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What Does GRIP do?• Develop next-gen game AI products for AAA games
• Digital Extra System• Crowd simulator
• “real-time Massive for games”
• Character Control System• High level NPC AI
• “MS Dev for game brains”
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What is an Extra?• Like a movie extra
• Anyone you are not supposed to deeply interact with
• The more the interactivity, the less its an extra
• “Clutter”
• Background characters
• Aesthetic
• Large numbers
• Computationally cheap
• Controlled en masse
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Shipped Examples• Army of TWO: the 40th day• Tron:evolution
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Core Elements• Core behaviour
• Mill around and interact with the ambient world
• Be aware of other people including player
• Panic when a bad thing happens
• Required tech• Flows
• Obstacle avoidance
• Action stations
• Spawners
• Brains
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Flows• Goal
• Have lots of people move around a world seemingly with purpose
• Problems• Computationally slow; Little control; Sidewalk problem
• Method• Flow network tells extras where to go
• Advantages• Computationally simple and cheap; Expressive: extras go where they are
told
• Rocket Science• Dynamic lane forming; Dynamic splines
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Obstacle Avoidance• Goal
• Have extras avoid running into each other in a natural looking way
• Problems• Twitching; Getting stuck (piling up)
• Method• Case sensitive steering behaviours; Social rules / self organizing lanes; Tie into the
animation system
• Advantages• Very robust; Looks good
• Rocket Science• Knowing when to stop and circumvent
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Action Stations• Goal• Add variety and realism to the movement behaviours by adding animations to show
interactivity with environment
• Problems• Scalability • Interpretability
• Method• Smart objects that suck extras off flows and play animations that look like complex
behaviours
• Advantages• Looks good. Most AI behaviours are actually animations; Scales with animators not
programmers
• Rocket Science• Context switching / interrupting; pathological players; queuing
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Spawners• Goal
• Maximize the user’s perception of the extras
• Problems• Pre-roll; Spacing
• Method• Spawn on point / zone / flow; Despawn into pools
• Advantages• Precise control of user experience
• Rocket Science• A million little details
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Brain Authoring• Goal
• Create behaviours of increasing complexity
• Problems• State machines: state explosion; Script / coding: too unconstrained / requires highly
specializes skills; Planners: incomprehensible
• Method• Behaviour trees; Graphic editor / debugger
• Advantages• Coder / designer literally on the same page; Encourages scalability, modularity and re-use
• Rocket Science• Control flow / exception & interrupt handling / blackboard
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Future Directions• Greater Fidelity
• Transitions to NPCs
• Props
• Greater Breadth• Ambient vehicles
• Different engines