Session Name: | AI Action Planning on Assassin's Creed Odyssey and Immortals Fenyx Rising |
Speaker(s): | Simon Girard |
Company Name(s): | Ubisoft |
Track / Format: | Design |
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Overview: | 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. |