knhmtg2kpre - naimad games · from the halo days: “the harder you push, the harder the encounter...
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AI Ecology Inspired by Bioshock “AI live in the environment and do what they do.”
So where’s the “encounter” at? Resource Spawning
AI Spawning
AI territories
AI Spatial behavior
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Closed Arena Single entrance “Sockets” filled with randomized “locations”
(max 4 per island) Primary: Church, Gas Station, Clinic, Campground, etc. Secondary: Bus (for sleeping in), Water source, Quest
cache, Bear den, etc. Additional Randomized geometry Standing water (sometimes) Heat sources (e.g. campfires)
DRAMA!
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From the Halo days:
“the harder you push, the harder the encounter pushes back.”
In the case of The Flame in the Flood The farther into the explore island you go, the greater the danger
But the greater the reward
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But we do know this:
Traversable space
Single exit
Primary location
Standing water
Heat sources (e.g. campfire)
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Discretize space into high-resolution square grid
Using grid + Dijkstra’s, create feature maps Distance-to-edge
Distance-to-exit
Distance-to-water
Distance-to-territory
Spatial analysis for spawning/allocation similar or identical to Spatial analysis for runtime AI positioning
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Distance Features are waaaaaay more useful than binary features
i.e. rather than say “Is this point in boar territory?”
Say “How far is this point from boar
territory?”
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Plants: What types do we spawn?
Plant types determined by a higher-level scheduler Defined with min, max and average interval between
appearances Cattails: ~ every 2 islands but never more than 4
Saplings: ~ every 3 islands but never more than 6
Devils trumpet: ~ every 5 islands, never more than 10
More on this in “Forging the River” talk on Thurs
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Placement parameters Water distance min/max
Distance to edge min/max
Rarity Distance from Entrance Common plants spawned near entrance
Rare/powerful plants far from entrance
“The farther in you go, the greater the reward”
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Devil’sTrumpet
Yucca
Dandelion
Saplings
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Generate a coarser grid of spawn points to evaluate for spawn locations Jittered Hex Grid
Generally also have a “n0-go” margin to prevent other AI-types from spawning too near them
Spawn AI in priority order
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Rabbit Wolf Bear Boar
Spawn near cluster of 3-5 burrows
Spawn around primary location
Spawn at “bear den” location.
Generate a territory using spatial analysis.
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Boar territory is always defined by a “front” Boar spawned near the front Anything beyond the front is boar’s territory Remember, high-value loot is always spawned back there
0.6
0.8
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Boar territory is always defined by a “front” Boar spawned near the front Anything beyond the front is boar’s territory Remember, high-value loot is always spawned back there
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1. Define spatial features in terms of what you do know about the space1. Distance Features >> Binary Features
2. Define Spawn criteria and spatial behavior in terms of the spatial features
1. Analysis system for Spawning can/should be the same as for runtime positioning
3. Dijkstra is your friend
4. Exploit serendipity + player’s tendency to interpret things as meaningful/intentional.
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So how do you generate encounters without designing encounters?
We ARE still designing encounters.
Designing them in terms of abstract spatial features
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Thank you!
@damian_isla@molassesflood