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BioWare Activity Pillars and Design Innovation

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We have recently adopted AI.Implant for our AI solution. ... a great game that matches our vision, instead of working on the 'grunt work' ... – PowerPoint PPT presentation

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Title: BioWare Activity Pillars and Design Innovation


1
AI.Implant and BioWare Corp.Game Developers
Conference 2007 Graham Wihlidal Programmer
Sean Megaw Producer Unannounced Next-Gen
Project UE3 Tech
2

Presentation Outline
  • Overview
  • Why AI.Implant?
  • UE3 Integration
  • Workflow Productivity
  • Post-Adoption Improvements
  • Discussion of Various Tests
  • Conclusion

3
Overview
  • Working on an unannounced project using UE3.
  • We have recently adopted AI.Implant for our AI
    solution.
  • Still in prototype, but have already witnessed a
    number of feature and productivity gains.
  • Designers are already accustomed to working in
    UnrealEd. - AI.Implant integrates smoothly into
    the toolset easy for designers to understand the
    workflow.
  • Our project needed a powerful and customizable
    solution that would match the requirements for
    our next-gen world.
  • We heavily utilize AI.Implants Dynamic Path
    Refinement (DPR) technology as our worlds are
    largely dynamic and dynamic path finding can be
    problematic to develop.

4
Why AI.Implant?
  • Our project has very ambitious goals (especially
    AI) reduced risk
  • Much more cost\time efficient to adopt a solid
    and proven middleware as opposed to developing
    our own.
  • AI.Implant ships with excellent
    debugging\development tools, and the technical
    support is lightning fast.
  • Very easy for designers to grasp fairly tame
    learning curve.
  • Believable character behaviors. BioWare is
    renowned for story-telling and character
    development. AI.Implant is the perfect fit for
    our vision. Big active world that feels alive.

5
Why AI.Implant?
  • Rapid iteration for code updates and bug fixes
    technical support is extremely helpful and
    timely.
  • We set up a number of teleconferencing calls to
    work through some integration and design issues
    that came up, and the staff at AI.Implant were
    very responsive to us.

6
UE3 Integration
  • Our project is using Unreal Engine 3.
  • A requirement for our AI solution was that it
    had to seamlessly integrate with UnrealEd to
    provide a consistent designer-driven workflow.
  • AI.Implant integrated smoothly into Unreal, and
    AI.Implant staff were always readily available to
    help answer questions.
  • Code drops were provided that showed our
    developers how to integrate AI.Implant into UE3.
    Integration was fairly painless.
  • We integrated into a customized version of UE3
    integrating into base UE3 is even easier. Comes
    down to replacing base Epic files with their
    version.

7
Workflow Productivity
  • Seamless integration with UnrealEd designers
    feel at home with workflow (consistent with
    Epic).
  • Excellent development and debugging tools. Can
    visualize AI behavior at run-time.
  • Behaviors can also be exported and played in an
    external viewer to rule out the possibility that
    a bug is engine-related.
  • Largely data-driven, so requires minimal
    programmer assistance.
  • Plug-ins for 3ds Max Maya. Custom tool
    integration supported as well.
  • Authoring manual and tutorials.

8
Workflow Productivity
9
Workflow Productivity
10
Workflow Productivity
  • Adding navigation mesh nodes to a large map
    layout would normally take 6 hours.
  • Using the 3ds Max exporter to automatically
    generate navigation mesh data took around 5-10
    minutes on the same data set.
  • In addition to the decision tree editor, a
    language called AI.script (very similar to
    UnrealScript) is available for AI logic that is
    not easily described using a simple tree
    structure. This accessibility places even more
    power in the hands of designers.
  • We hardly ever need to use script, which means
    that even if a designer cannot write scripts they
    can still remain very productive.

11
Workflow Productivity
12
Workflow Productivity
  • A very beneficial feature of AI.Implant is the
    ability to change logic at run-time and view the
    changes instantly without any recompilation of
    scripts.
  • Allows for rapid iteration of AI content.
  • Bypasses most content pipeline bottlenecks,
    ensuring designers are always productive.
  • AI behaviors are all dynamic, so you can
    visually tweak your AI until it behaves as
    expected debugging is very easy too.

13
Workflow Productivity
  • AI.Implant was built with UE3 streaming in mind,
    and does an excellent job at it.
  • Multiple navigation meshes can be created and
    linked together with meta-connections.
  • Each navigation mesh can then be streamed in and
    out dynamically without breaking path finding.
  • NPCs will path find to a meta-connection that
    links two streamable navigation meshes together,
    and then load\unload dependencies in and out as
    required.
  • Huge win for performance and memory footprint.

14
Post-Adoption Improvements
  • Exceptional path-finding (quality of pathing,
    performance, memory footprint, static dynamic
    environments).
  • Designers new to AI.Implant can hit the ground
    running with a workflow consistent to Epic, and a
    number of useful tutorials and samples.
  • Very minor programmer support needed to script
    complex behaviors. Our old system was largely
    programmer driven, which usually resulted in
    design bottlenecks.
  • We found that for the map layouts in our game,
    AI.Implants DPR technology had dramatically
    better memory, performance and workflow behavior
    than base UE3 path finding.

15
Discussion of Various Tests
  • We developed a factions demo that has multiple
    faction groups, and each NPC is assigned to one.
  • Opposing factions will meet up, do a dice roll
    to simulate combat, and the winner will escort
    the other NPC to a jail.
  • Also developed a cops and robbers demo that
    has 3 NPC classifications cop, robber, civilian.
  • Civilians wander around the area.
  • Robbers attempt to mug civilians and then run
    away.
  • Cops chase down robbers and bring them to jail.
  • Many other prototype demos created all were
    easily developed and simulated with AI.Implant.

16
Discussion of Various Tests
  • AI.Implant really shines with crowd and follower
    behaviors. Performance and memory is
    exceptionally scalable, and the simulation of
    dense crowd flocking and reaction is very
    believable and responsive.
  • AI behavior can be easily constrained to your
    CPU budget. You can specify how often complex
    scripts execute, and you can specify an execution
    offset for different behaviors to spread out CPU
    time.
  • We are very excited about our improved and
    extended AI capabilities!

17
Conclusion
  • Huge win for our project next-gen AI is
    obviously important for a next-gen title.
  • Incredible savings with cost\time using
    AI.Implant instead of writing our own large scale
    AI solution.
  • Bulk of AI behavior is designer driven
    unblocking designers to allow for rapid
    iteration, and allowing programmers to work on
    more low level tasks.
  • AI.Implant workflow promotes reusability of
    behavior when appropriate this helps optimize
    memory footprint important for console
    development.
  • We can spend more of our time purely on
    developing a great game that matches our vision,
    instead of working on the grunt work.

18
Questions? Graham Wihlidal (graham_at_bioware.com) S
ean Megaw (smegaw_at_bioware.com) Engenuity
(info_at_engenuitytech.com)
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