~/talk

Make It Fast: Simultaneous AI Actions in Gears Tactics

Talkat Unreal Fest Online 2020 · on Tuesday, 2020-07-14· [game-development, machine-learning]
links:none on file
slides:none on file

System pre-plans turns into a linear plan of AbilityElement and SyncElement nodes, uses a simulated WorldState with pre-rolled outcomes, then reorders nodes in a post-planner combo move analyzer to execute nonconflicting actions simultaneously. Rules (never attack two different player units at once, avoid splitting a unit’s actions, play pushbacks exclusively) keep tactical clarity. Visual Logger and Blueprint level scripting aid debugging. Interruptions handle unexpected overwatch kills. Result: enemy turns drop from ~66s to ~15s in examples and player downtime falls so perception of speed improves while behavior remains predictable.

AI-written summary · about

  1. 0:00Intro
  2. 0:17SPLASH DAMAGE
  3. 0:46TABLE OF CONTENTS
  4. 3:47THE EARLY DAYS
  5. 4:07GEARS TACTICS AI - GOAL STATEMENT
  6. 5:30THE AI SYSTEM
  7. 6:22PLANELEMENTS
  8. 6:50PLAN EXECUTION
  9. 7:05THE PLAN - EXAMPLE
  10. 9:11THE WORLDSTATE
  11. 10:18LEVEL SCRIPTING
  12. 10:38GOAL PLANNER
  13. 12:03UNIT PLANNING
  14. 12:45COMBO MOVE ANALYSER
  15. 13:11MOTIVATION
  16. 16:40EXAMPLE: CONCENTRATE FIRE
  17. 17:40PLAYER PERCEPTION
  18. 19:00EXECUTE EARLY
  19. 20:01COMBINE COMBO MOVES
  20. 20:37EXAMPLE: COMMAND
  21. 21:32OVERWATCH
  22. 22:15PROBLEM!
  23. 23:50BLACKBOARD MODIFICATIONS
  24. 24:30INTERRUPTIONS
  25. 25:29DEBUGGING
  26. 26:05VISUAL LOGGER
  27. 26:36DISCUSSION
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