[Music] good morning everyone so I hope you slept well I I know I didn't so today I'm here to talk to you about emergence and how we applied it to our a I in watchdog's - so what the hell am I background check I am a AI designer at should be stuff I've been working there for about two years we just ship watch attacks - and before that I was in other studios working on these cute brands so let's start by giving you some context on why emergence is important for watchdogs - and the intention of our team with with this so why emergence and why is it relevant for AI with like as many of you might know emergence is
something when something new is created from the interaction of many entities or systems and we think it helps make your agent look more intelligent and it helps them to be more interesting for the player to watch and interact with them it's also something we think leverage any kind of sandbox gameplay so I'll start by giving you some under the hood knowledge about about how we did it then I'll talk about the experience and what we got from it and what we learned and after that I'll go with what we want to do next with this and some words on the results we got so for those of you that played watchdogs 1 the game is set in Chicago or protagonist is Aiden Pearce is is a vigilante set on a vendetta so
it's a really dark game it has a really serious tone and the relationship between Aiden and the civilians was mostly one of fear and collateral damage for wedged eggs too we wanted to give more meaningful interaction with the civilians and we had the perfect city to do it it's set in San Francisco and as you might know San Francisco is full of colorful and interesting people so we want to also to give the player the impression that the well was living by itself and not necessarily just by his interaction or its input so we created what we call an anecdote Factory the idea behind this is to create a small narrative story that are emergent and that can surprise the player as is playing the game and can maybe stop and watch the civilians and be interested in
what they are doing as one of our creative directors once said we should know how it starts but never I'd ends and this became really our motto for the rest of the project so for those of you that didn't play the game yet or that don't remember I'll show you a bit how it looks in the game just a note this video was was discovered while this situation this specific scenario was discovered by a youtuber we recreated with cheats so but normally for a player it won't be easy to have exactly the same situation but for copyrights reason we couldn't show the YouTube video [Music] really haeseong
get ahold of yourself no one cares about anybody but themselves so [ __ ] you you stupid I said excuse me but you think you should don't see are you gonna walk away and pretend you didn't do a damn thing you insulted me and so what I'm supposed to let everyone walk all over me I'm supposed to right so as you could see there was a wedding proposal and Mario's proposal and the player decided to take a picture of it and one of the the two guys decided to further bond him and the other were really insulted by this okay so I'm certain you want to know more about how we did it and what's under the hood so there's three main system that are really important for our civilians
we have a tractor system dynamic attractors and the reaction system I'll mainly focus on the reaction system because this is the main vector of emergence in watch dogs too but I'll talk a bit about the particularities of each one so attractors are small activities that happen all around the city they are scripted and the are mainly game object we put in the game manually and that can attract at a pedestrian our spawn with their own actors did this is really common and open-world games most of them at them so I won't spend a lot of time on this we do dynamic attractors as well this is pretty much the same principle but it can spawn emergency on to an event an event manager it will pick either two pedestrian or a
pedestrian and a dynamic object such as a car and it allows us to create situations such I've two people greeting each other or little crime scenes where at each might pick your wallet and run and stuff like that so and then we have the reaction system this is a stimuli based system the idea behind this is to be not too costly because we don't want our civilians to cuss too much it allows us to create emergent chain reaction which is why all we create the emergence scenario and it's completely systemic we don't script any of this we just have stimuli and behavior in reaction so the general flow of this system and PC will receive a stimulus it will take a decision based on many criteria and it will take a behavior from a list or choose to ignore the stimulus entirely
so our steam propagate this way let's say someone is playing a guitar it will send a steam around him telling the other agents that is playing guitar someone that decide to mock him and say it's bad that playing guitar and we send another steam to other civilians around so they might know and to others agents might decide to act upon it and maybe observe this thing because it they are amused by it or take a picture for instance and they will send stems and it goes on like that for the decision-making we use logic rules based on fuzzy logic so pretty much we create really generic rules that will fit Moore's it's most of the situation but we can specify the world as much as we want to go with really contextual situations so for instance if I'm walking and I see someone and still think someone else I
might decide to just ignore it entirely because it doesn't concern me I might decide to observe the scene and I'm gonna decide to flee because I'm uncomfortable with this if but if the target of the insult is one of my friend then I might stop and observer I will probably not ignore it I might fight for my friend or I might decide to flee anyway because I know this is up to no good but then if the the the aggressor of my friend is someone one of my personal enemy then I'll probably stand up and fight for my friend no matter what because this [ __ ] won't won't get away with it so the most precise is the rule this is just an example but the more the more precise is the role the more attached chance to be picked if all the criteria are true so I'll our behavior are structured after the decision-making first we always
start where rate reaction reaction is really to get another legend of oh I saw something or oh I heard something then we have a face where the the agent will orient and move to a proper distance to display their behavior and then they will display their core behavior we always have an exit to return to whatever they were doing before and the way we the way we break down or behavior structure it was really intentional to make it really clear for the player I couldn't read what the agents were doing otherwise it was really unclear so let's break this down so the reaction is really just a short animation it's usually a stance transition between sitting down or turning around and it will have a little generic bark or what
and stuff like that we also have clear reactions some some of our rules call for pure reactions so basically anytime we don't need to move or we don't need to do something really complex we just use a smart animation to react and then they return back immediately to what they were doing then we have the movement and our intention our attention face so to make sure that they will get to the proper distance each behavior allas comfort zones that we define so for instance if I see a steam pipe exploding I might stay really far from it and if I want to take a picture of something I might get a bit closer but not too close right so the agent will move to the proper distance in the closest path we can we also have the possibility to create angle restriction so for some behavior that we want to
make sure that the agent goes in front of the stimulus emitter we can specify it so for taking a picture for instance it makes no sense you will take a picture from from the back so the core behavior is mainly a loop of parks and animations and there's a follow logic so we can we can specify that don't follow the target or don't follow it if it goes into the street and and little treat area like that but they will follow the target normally like most of the behavior and after a certain number of like seconds that we can specify a true data or if the target is gone or dead or too far they will stop doing their behavior and we will go to their exit the exit was really important to showcase that the agent is abandoning the behavior and transitioning to their
previous state it's also useful to give an emotional cooldown to the agent so if they are super angry and they want to go back to washing windows it makes no sense that they will staying angry so it will clash if you don't like make them crawl down their emotion and then as much as possible if they were in an attractor before and got interrupted they we try to bring them back to them the attractor if it's not too far and they can continue walking if they were walking before so this is an example of this structure and just pay attention to the right on the guy on the rights that is observing the situation and break this down oops I don't see my pointer sorry
[Music] are you watching honey okay what's going on so I accelerated a bit so it's not to nine but you can see the point all right what we learn from this so I have seven main key learning I want to share with you we'll go to them one by one so the first thing we was really early was that
it was really hard to read all the behaviors and what the agents were doing so clearance seems to be a big problem so we decided to redefine our definition of emergent behavior so emergent behavior is actually a behavior which happened that was not predicted but it is predictable so let that sink in it means that even if it's something unexpected that happens it's still need to be plausible it still needs to be something you would understand in the context where it comes from so it's really important to keep that in mind and since behaviors are something that the behavior and the interpretation is something that is really subjective we decided to go to our extensive review process to make sure it worked well and it was readable for everyone so one other technique we use is what we call
iPad sessions we will film each other doing improvisation over the behavior we tried to to create and we with this we will take the best stake and we'll break it down by the code system the animation the Bark's and it will create really really cheap prototypes for every other behavior and we could test them right away and know that it works so I'll give you a short example here we tried in this video to create our reaction to when someone is knocked down [Music] so it's like selected of course but it gives you an idea of it's really cheap right and we are in natures but it
allows us to really be on the same page like a programmers designer is the voice designers and the animators and just say okay that's that's our target and that's what are we what we our goal is to create another tool actually we use to be sure we review the process all along the way is a tool we call flare it's a tool we developed at Ubisoft that allows us to share videos with other developers and it's pretty much a YouTube for for developers so you put a video of whatever you worked on and you send it to your peers and they can comment and it allows us to iterate really quickly so another issue is it was really hard to have control on the outcomes so I will come from reviews and directors will be like I want more violence I'm
over I want more people cheering I want more this and that and it was really hard to control and the reason for this is that we use random distribution it didn't work it didn't give us the results we were looking for so we decided to go to a pseudo random then go with a more and more generous distribution that allows us to are really the the percentage we wanted for each gave you a choice so Altos a lot another thing we syrup idli was that all our NPC was bipolars they will suite they would switch from one emotion to another without any logic under it so we created a mood system the mood system is just a way to categorize every behavior by moods so we have four of them the relaxed mood is the default one and the others are more extreme and that
allows us to really create a logic of transition between behavior so normally someone that is super angry won't go to cheer immediately it doesn't make sense so it will cool down to a relaxed state before being allowed to cheer so it's it became a criteria in our in our decision system and tells us to to add a lot more logic between David transition and while we were added why not showing showcase it to the players so we have this little face on the profiler card that gives some feedback on what is what is on the NPCs mind right what is this mood state so and players like the body they buy it really fast they are like oh I made this guy hungry I'm actually because anyways innocent a soul or whatever one of the
thing we wanted to do with our NPCs is to give him a lot of flavor we didn't want them to look to react all the same to the same events so we created personalities so what personalities are is really just a tag we put on them when they spawn and we use that as a criteria as the rest to decide what you will do so if you're a violent person you may react you in one way if you're an optimistic person you might react another way so as an example of this I have a debug in this video open that showcases the personality through color discover the NPCs ahead so people in this video that I have a green circle are optimistic and people with the purple circle they are pessimistic so you'll see how they react differently to to my attempt to impress them
[Music] [Music] all right so you could see that there the green people were really happy in and found from my dense funny and the others were like you're stupid and what's really good with this kind of system and is that we could give all our visual stereotype different personality recipes so for instance if I am a rich person from Marin County maybe I'll be more pessimistic and neutral maybe I'm more blase right same thing if I'm a
sport fan maybe I will be really optimistic but also a little bit more violent because I might be drunk and stuff like that so it allowed us to give a really different flavor per district we wanted to keep this really organic so everyone can have every personality but with the recipes it gives a little flavor to every district all right so with our non player centric approach we tried first to have the NPC react exactly the same to the player as they were doing to other to other NPCs and it didn't work like they were either too reactive or not enough reactive to the player and the reason for this is of course the player is not acting like an NPC at all it will try to mess around with your a I would try to push them so it still has to be player proof so be aware of the dogma the way we decided to
push the non player centric approach is to create provocative agents so we have some of the the AI that sound stems to their activities and that creates life in the city without any input from the player so as an example you can see the guy playing the guitar I will some stems around and we have other is in the city [Music] and while we are there why not give the player the possibility to interact with them this is the same way they are interacting with each other so we created emotes in with that in mind we wanted the player to be able to interact
with other players in multiplayer of course but also with NPCs so they will react using their normal behavior that they will use on each other but they will react to the player instead with doozie modes all right and like any systemic mechanics it can degenerate quickly so this is really important you have self-stabilizing mechanics so we have the emotional cooldown as you saw and we made sure that every over our NPC will be fed up with a situation quite fast because the player attitude span is not that long so either the situation will be solved by someone leaving and saying all right I am out of there or someone being ko ako in a violent situation for instance ER there will always be a soul as so the situation will always resolve on itself quite quickly so we were really really
proud about our civilian system you're like yeah it's the most cool system around and we have so such smart civilians and everything and we noticed our mission designer decided not to use them in their layout at all so we sit down with them and like okay we need we need civilians in our layouts like some of them are I don't know if you play the game but some of them are like noodles office or being which is a version of Google and there should be civilians around otherwise it will look empty and weird so we sit down with a mission designer you're like what do you need for making civilians putting civilians in your layouts so with everything but we created what we call affiliated civilians so they are civilians that are really visually [Music] they look like they are part of the layout so for instance if you're on a construction site they will have construction garb we showcase this on
the profiler card as well so you're a worker there so give some feedback to the player that you know they belong they have player detection and deposit of other civilians so they can know if the player is not supposed to be there and interact with him as they see em they have the possibility to warn a player or either alert the guards but not every of them will do it and the reason for this and is we saw that otherwise the the player will antagonize them and try to kill them as any combat AI and it was not the objective so some of them might be angry that the player is there but some of them might be just curious and ask question and be like Oh what are you doing it so they are not like all [ __ ] but anything they will do will create some noise that might attract a guard if they are nearby they also have special reactions who combat
AI because that they are affiliated with because if for instance a guard gets on alert and take his gun out we don't want the layout to empty so they know they are built they are belonging there and the combat the combat are just doing their job so they won't be too scared they might observe but they won't leave and of course we had some requirements for most of the layouts being interiors so make sure that they can leave without being in the way of the player they are the combat AI or take cover and not black anyone all right I want to share with you some of our team structure because I don't know if any project as this but it might be useful so we had a small dedicated team that add one game designer me two to three programmers
depending on the face of production we had one voice designer one writer about four animators and tech animators and two dev testers that were really dedicated to create this as I said earlier we really valued iteration and weekly reviews everyone will play the game and try to mess with the civilians and review the behaviors that were ongoing so we made sure that I was right at the site at all time and our dev tester were really trained into using this system and to understanding this system so they could give us great feedback and it L that we I'll go on this but I'll talk about the debugging tool itself that we are really good debugging tool to to give them some some leverage for protection the tool we use is actually a special in Excel but we we
create a tool out of it it's not just a pure excel sheet and it we have about seven hundred logic rules the switches the gameplay or what behavior we will choose we also manage the reaction animation embarks in the reaction to also the animators and audio designer can have context on the events the agent received and plug your reaction act accordingly but if you count the combination power we have billions of rules actually so that's all to look all right so all the columns and green are our criteria so incidents or what's my personality etc all the column in
blue are our outputs so any behavior they can go in so the way we data this is simply using filter to see like what type of incident I'm looking at and the way we the the reason we did it in Excel is because there's a lot of built-in functions so it was easier but it's not necessarily a perfect tool for doing it the perfect platform so you could add a rule and just specify any criteria really easily to a list so for instance I have a civilian that is on foot and is violent and is getting midi flirtin so we also with this list we could use the check box to create our statements so it allowed us to combine a lot of rules into one rule and make it more
manageable so for instance if I am violent or pessimistic I might decide to use this output so it opposite us to create a manageable amount of rules so if I don't have the the right output like if I don't put 100% the tool will tell me so let's say I put 50% cheep-cheep state is 50% chair and now it's a valid output and I would just zoom out so you can see a bit how many rows there is but it it looks intimidating it's not so bad because we use filters so it's it's manageable alright so we needed really strong debugging tool to make sure we could understand whatever what's going on with
her AI we have a tool that was specifically for Roger x2 that's called dissect it allows us to record everything happening so let's see all the animations all the barks all the rules that are chosen and after that you can stop and hey whine and that's really useful because you can see exactly at every moment what happened and our dev testers could use this to export files and send it to us hey I've seen this bug here what happens and it was really easy to debug this way and you have like the roll ID and everything so you can see exactly the path the VI took to take its decision all right so what's next what we want to where we want to go from there so we had trouble with behavior that
requires a dialogue and the reason for this is because it's really hard to synchronize dialogue in an emergent way so for any violent behavior it was really because people don't tend to listen to each other when they are arguing so it doesn't matter if they speak over each other but anything that is more like flirting for instance you need to understand what the person is saying to you and under in answer accordingly and that was something we could do but it was too costly with the system we had so it's something we really want to develop in the future and and and build on it we also add some issues with rule competitions so we had so many criteria at some point it could happen that two rules were both true and had the same number of criteria so and since it's all contextual it's really
like I need to go by N and I get an assert when whenever it happens and I need to go by N and check the rules and say okay I want in this situation I want to pick this one and at this one that wasn't an ideal and we want to improve on this to make sure it's more than next time and also we applied this emergent system on our combat AI but it's only when they are not alert so as soon as they enter a gameplay mindset they just ignore everything then the they get really straightforward I mean because they don't look smart when they are in gameplay they will just ignore everything around them and be like super straight minded it it it's okay but we want to make sure the next time we add more emergence to them so let's talk a
bit about the results we noticed that we're with watch dogs too compared to watch dog one player will spend about 30% more time in open world doing nothing of the track activities so we think that the the reaction system elped a lot to inspire the player to mess around with civilians and just have fun like running around San Francisco we had a lot of creative videos from YouTube and twitch which were really interesting interesting and most of the time it looks like bugs but we are like oh but they have fun with this so that's fine and we get really positive reviews that are really specific on this system so we think it's really positive so thank you I hope you enjoy it and I'm here to answer questions
yeah I went fast folks we have plenty of time for questions there are microphones in the aisles this is gonna be a good rule of thumb for not only the two days today I summit but all week if you have questions for Roxanne please step up to the microphone so that we eat it ends up sticking to the tape so go ahead ask about your reaction tools you talked about how you did that in Excel and you can to gloss over well it's pretty good because it does all the stuff but there's always some things you don't like about it mm-hmm could you elaborate a little bit on what worked and didn't work using Excel for it and what your ideal tool may be what's your name yes okay actually there I think the worst
about this tool is that the I needed three screen to have everything so like the visibility is really hard because it's a spreadsheet is really I mean we couldn't filter but still the information is more recent also that was one of the main problem with it but it allowed us to iterate really quickly so if I needed something new to be added to the tool it's like I has the tool programmer and boom it was there so it depends it's it's it was a quick solution ideally we would have our own tool with nice interface but yeah I guess the the the the biggest issue was the interface what did we actually export what was the actual path into the game sorry I didn't hear yes the actual iteration when you're done with when
you're done in Excel what does it export to how does it get into the game oh yeah the links are it's it's really easy actually the the sheet is turned into an XML and then it's read by the engine so I just need to save and burn it see it's already even if the game is running yeah okay hi I'm Isaac I was wondering if you had a system to allow a character to break one behavior and jump into another one based on the priority of the behavior so if you have a car coming at you and you can see it you probably won't keep arguing with someone you jump out of the way so a priority system what's your name Isaac okay and actually no because their criteria allowed us to made like enough context to be able to filter out what we don't want so because I using in what in each rule I'm using in what state I am
so if I'm I don't know I'm running away I might ignore a lot of things but if I'm just walking around I might be aware of more things so we didn't really need to create a full priority system because we want to keep to keep it contextual you connect all the dialogue required for the AI to your setup in Excel do you manage that in Excel and how did it work out because clearly for a game of the scale yes so for the reaction part of the behavior it's all in the excel tool
so it allows the device designer to decide like with any criteria they need to make really spaced cific bark or really generic bark depending on the situation for everything that is behavior inside the behavior loop it's just plug in the behavior it's like the a variety but it's not the as contextual as the reaction itself no it's for it's just plugged in the the excel sheet we have a tool that's called OSS to manage all the barks but yeah it's it's just communicate together okay thank you no problem hi the timestamp of what's going on so question it was a lot of the actions seem like they're agents responding to the player mm-hmm but then
you had a situation where you had two characters doing like the marriage proposal so like dialogue is this kind of joint action where the insuited coordinator was there other coordination between other NPCs that you achieved given that a lot of this looks like kind of autonomous agents and cooperation might be challenging yeah most of the synchronized dialogue in the game they are done through this attractor system so it's sort of scripted so it's the they just like they know they are in the dialogue situation so they will spawn one of the dialogues that we prepared when they interrupt they get entrapped by the reaction system and they go back they might continue the conversation when where they left it so but into the reaction system itself there is no dialogue coordination yes hi Roxanne I was curious to know if you came across [Music] behaviors very - hey I spoke with each
other in a way and if you saw something interesting in in terms of that aspect like for an example if you had to a is following you in an alley did you have like a messaging system that like one of the AI it goes in in front of you to fight you and the other is like trying to see if you try to run away and attack leave or something like that so I'm not sure I understood your question you mean that if - we had some situation where a I had a contrasting emergent conversation or no internally like let's say there are two people imagine that they're following you what one guy is trying to try and fight you from from front but what if you try to run away then there's another guy at the back was trying to like stop you from running away so it's some kind of communication between they
yeah everyone that is targeting someone will have information about this target so if I'm fighting someone and it runs away I know the distance and I can make a decision toward the distance when I try to follow them and if they jump a wall and I see I cannot pass fine well I might abandon so no that's so there's no communication except I know information on my target and I know information about the events around so for the combat AI we do have squad tactics we have communication between them but it was it's what we call advanced mindset that we don't want to have on any civilians because it's it's costly but we could potentially with the system actually it spurts it that we could upgrade the civilians to our advanced mindset and then you will be able to
communicate with others but we don't use that pretty often and again the context of the game thank you no problem yes hi Roxanne thanks Ike let's talk it was quite fascinating to me I worked on the cloud systems for horizon zero dawn okay I was wondering how you handle the spawning of NPCs for watchdogs - so are they very tied to the location where you spawn them or do they move between areas of the city like how does that factor into this reaction system yes we have an occlusion spawning system they are quite tied to the location because we wanted a specific visual stereotype to stay in their own district we didn't want them to change too much so that's why we did it this way but yeah it did spawn in a bubble around the player and we have this lote thing going on I don't it didn't work specifically on the the spawning system so that's about what I
knew I'm on it no problem hi I can I can understand how person a does something and his crazy stimuli and person B sees it and reacts to it but sometimes it seems like the cases would become interesting stimuli out of the this combined a doing something and be reacting to it becomes a stimuli how do you control that to still stay a finite number of things yeah it was a problem for sure at the beginning so we created limiters for any really I would say loud behaviors so from all right for instance if you have two people at once you punch
the same target we have a limiter system saying like this target is already reserved I cannot punch it so I will decide to fall back to observe instead and we use that firm in a situation where it was potentially a problem hi so you mentioned that your NB C's became bipolar at some point I was wondering how did you deal with the use of those oscillation concerns I mentioned sorry can you repeat please you mentioned that areas became bipolar because they would switch around too many things I was wondering how did you deal with those kinds of oscillation concerns so I I mentioned we dealt with AI switching between emotions that's it yeah those kinds of problems are common in there yeah open-world games list another question I want to ask which is relate is so as a marriage proposal going on and a bomb explodes across the street
now you don't want those people when they bail out of that behavior to go back into the matter yeah but that's why we use cooldowns so basically if I want to go back to inaction that is in the relaxed mode which is most of the action of the game like walking or washing your window or having a conversation I will always have a cool-down so if I'm a pea I'll be like and then I go back to so it helped us giving a logical transition for an emotional state to the relaxed moon yeah exactly that that's why we introduced it because otherwise it was unreadable thank you no problem hi hi I don't have a question actually yeah technical director on watch next to so I just want to take a moment say even if I had a wider impact
in this system it mostly took all my attention because of how passion it can be on this subject so we'll be together at the booth yeah so I'll be happy to share the same passion as ER yeah we if you have more question will be on Wednesday at ubisoft lounge so me and Matt sir it can share more about the animations them if you're interested into that and we can answer more question if you if you want alright thank you stay here a second all right we had got 15 minutes left and 11 minutes excuse me wrong glasses right now so I'm going to put Roxanna on the spot a little bit and but don't answer if it's going to get you fired or something I don't want that on my conscience in the spirit of kind of a post mortem e
thing what went wrong what was something that you just said oh wow if we had only known or we went down a rabbit hole too far and by that time it was too late what's something that you think looking back it would have been better to approach something in a different way or that you've neglected to do I would say our biggest challenge was the the audio pipeline it was our biggest blocker because if you use an audio pipeline that is a traditional first systemic dialog like this it's it's pretty hard because you decide to create it and we we're into an integrative process right so we decided to create this behavior and then the other guys will know and they asked to write the lines go to recording and bring that and then we see it in the game and some time it didn't
fit with the intention of the behavior so it was really hard to manage and so I guess that the audio pipeline for this kind of system is something you really want to work on and make sure that that it fits systemic actually so we are working on solutions for this but I cannot reveal any other strategies sorry was there anything else that you thought was something that was well actually down the process having the personal see and the emotion system we really did it during production is something I want to make sure we do it in advance next time and that fits more in the system we also have this I've mentioned it earlier but the combat AI is not emergent and they looked um when when our civilians
are trying to interact with combat AI for instance they look more intelligent because they react to everything but our combat AI don't so they are just continuing continuing continuously trying to warn them to get out of the layouts or stuff like that and they are like but I don't want to run to continue their own stuff so we have some conflicts like that because the combat AI don't is really straightforward okay give me one what is your favorite thing that you ever saw happen in the game that nobody planned that just you know emerged from the emergent AI give us one little anecdote of this made it for me completely this made everything worthwhile there's a lot so it's a trick question because we saw a lot of really cool videos the youtubers and people untwisted and was like wow that that was that supposed to
happen but it's awesome one of them is at some point there was a player that tried to yeah the fight with a lady and he punched her down and and and she dropped on the ground and oh sure that's that's hilarious nah so cups arrived and they did I did go to the lady and they wake her up which is like oh great they save their life but the player is beside and they don't arrest him and I'm like why why are they not arresting Marcos when he just punched a lady down and he wake up the lady and decide to arrest her instead and the reason for this is because she's the first one that threw a punch to the player because the trade player try to insult her and she got angry and she punched him and punched her back but the police decided it was her fault
anyways it was really funny maybe if my entire junior high era and my you know he did it first anyway I'm obviously for those of you know me a big fan of emerging AI and so this kind of stuff is I love it so thank you again folks let's thank Roxanne fantastic material
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Game Developers Conference · 2026
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