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