[Music] hi everybody all right - step abouting three common pitfalls kneei development this is a talk for beginners as they've said for people who start out my name is Sam Miller a reference insomniac games as a senior engineer these are some of the games that we shipped in the last five years what was working there the last game I worked on is sunset overdrive for Xbox one excellent game if you haven't played it you should check it out we have a bunch of games coming out actually at Ratchet and Clank is coming out for ps4 looks amazing you should buy it next month some of the deepest in development and for oculus rift we're working on the edge of nowhere but I'm not going to talk about any of these or kind of about all of these most of my examples will become sunset overdrive all right mind your step is about high-level AI design ideas it is for beginners it is for all experience levels for programmers and designers there is no programming in here that is nope pseudocode it is divided into three
parts the first part is called URI I does not excel in the abstraction generic the second part the body I is not your friend in the last part escalation is the mother of all challenge but overall this talk is really about memorable experiences and how to make AI that's memorable and that carries your game and there's only one number and this whole talk that I would like you to take away which is 50% 50% is how much more memorable you I should be if you do all this where's it's not doing all these things I'm talking about alright first part your eye does not excel in the at second generic or how to create memorable behavior so the idea is you start out on the new game you work on a new agent and you're asked to make something unique and something memorable because the eye has to carry the game bringing the players engage them and you
might have some existing code you might have a database we have shared code library and summer games with behaviors behavior trees all the base code that you can reuse for other projects and you might want to mix and match those behaviors to create something new and the pitfall here is simply to fail to create something unique from abstract systems and I will explain that I'm going so if there's an example might look very different in your game and it's also just prerequisites I will go through this pretty quickly because we will get to the interesting card later on let's say you have some some collection of components or just mechanisms in your system maybe it's just design documents you have some movement components some awareness some combat components and it might look like something like this so you have some walking some flying some swimming you have line of sight awareness on the awareness and audio bareness and you have ranged combat Mele combat and area-of-effect attacks and then you can combine these right you can say okay I want to create a bot that is
flying that has line-of-sight awareness and has an area of effect attack and that might be something like a dragon it flies over you sees the player shoots fire or you go ahead and you create something like it's walking it adheres you it listens to your footsteps and then melee attacks you that might be something like a clicker from the last of us through all of these components you can create all kinds of different bots on to all kinds of different behaviors and that's great that's super efficient that's how programmers should think right you reuse what's there the issue is none of these deals at all with how the player experiences your AI you have no idea whether you made two BOTS that are actually different for the player or just different on paper so to look at it a little closer you have to put on your designer hat and you have it looking to have to look at mechanics how does the player actually interact with your AI and that might be looking something like this you think about the player you think about okay the player has to catch up flag or run away the player has to take
cover or move really fast or strafe to break one of site or break awareness of the eye or the player has to run in Ghana or get close up or snipe from a distance and now you can combine the mechanics from the player's perspective and say okay I want to create an AI that you have to flank then you have to take cover and snipe from the side and that might be an enemy that's really strong at the front or really strong and close range or you say okay I want to catch up with be really fast and running kind of down that might be in the eye that is harder and harder over time and that you have to take out fast this helps you this helps you to really understand what the players doing right whether the experience is unique for the player and whether wanting I placed it from lead another I already in planning phase but is it memorable and what does it mean to be memorable do you need a category of memorable mechanics and what would be in here I would put it be like literally memories that you put in here and the player generates those somehow so to answer these questions I have to go a
little bit into neuroscience when you read about memory and how memories are created and how memory is getting getting stronger you will find that cat pictures are really memorable and that you should have them in all your presentations and I assume this worked I assume this picture is more memorable in the last 20 slides because either you love cats and this is cute and you think it's a good idea or I think this is stupid I shouldn't have done this and you hate cats or allergic or something either way you probably have an emotional reaction to the cat picture because when you do read into the neuroscience you will hear the term emotional arousal a lot it's a very general purpose term it basically just means anything that is off your neutral zone anything that gets you out of your comfort zone positively or negatively the the father of research in this professor James McGraw he's actually California local and he started studying this decades ago ago memory and emotion
is one of the books that he can read up on this and basically what he did is he took two groups one of them were looking at kitchen sink objects and the other group was looking at emotional arousing things like dangerous animals or crashes usually at bodies stuff like that and then he asked afterwards how many of these pictures do you recall do you actually remember what you saw and the result was something like this neutral objects and arousing objects the arousing objects were a little bit more memorable about 20 percent not 50 what 20 percent so he said yeah there is a connection between emotional arousing thing in memory and he also said stress hormones can strengthen that memory which just means like this picture is memorable but this might be more memorable especially if you actually encountered in nature it's all the reason why I will remember this talk more than you and I will talk about it later some more so thinking about all
this what does it mean for gameplay when you think about emotional games you will probably come up with a bunch of cutscenes you will come up with moments that had like set these moments where someone was dying that you were fond of and you will not find a lot of gameplay but maybe some and I will bring some examples of how we do emotions in game play these are goals these are the red green and blue the simple emotions positive emotions synergy is the emotion of working together and their version is a negative emotion and by goals I mean the player might not like what you do he might disagree so you might want to try to do something likeable and huge and the player thinks it's stupid or you might do something that's supposed to be aggressive and nasty and the play I think it's really cool but at least you get some kind of emotional reaction which as we learned it's better than no reaction so affection positive emotions what do you want to do is you want to create some bonding moments right you
want to have lovable behavior sounds funny but one of my first memories of games that I like still have in my mind it's not quite true one of the first memories of this was 12 years ago and half-life 2 you met Dawg the big mechanic robot and he looked kind of scary and the first thing you did with him is you played fetch you were shooting a metal ball and he fetched it father it caught it and brought it back to you and you learn the mechanics and you learn to fall in love with that companion ai and we basically insensate overdrive last game I worked on we basically just stole that idea we we had a dog robot that actually looked like a dog and when you met him you learn to love them I will show video of that and there's no audio voice in all you yeah you like playing fetch you want me to throw this thing for you hmm how can I make this fun for me too
how about yeah yeah hey Sam I got this stupid dog excited now how do i reboot it what's happy not the best news to break to you but Margaret has to do that here all right so what do we do there well there's obviously the plain things like it's friendly looking right it looks like Hello Kitty or something but there's a lot of behavior about this dog that tries to make it look friendly to the player in wags as the years as wax its tail it does a little happy dance whenever you interact with it it actually looks for attention it barks at the player and looks at the player and tries to get your attention when you look away all these things are trying to get the player to fall in love with the eye and play with it the second example is synergy it's one of my favorite things actually in games it's the feeling of collaboration and working together and codependence it doesn't happen very often but when it works it's great it's probably the best thing there
my favorite example of that is journey and journey you find a lot of floating creatures that you interact with that you rescue and then they play with you and they energize you and bring you forward and I will show a quick video of that to you rescuing the dolphins or carpet creatures and they will call out to you and you can answer they will encircle you and when you call back to actually pick you up and help you out and that is energy working together with AI all right the last one just as an example a version negative emotions you will mostly find that in bosses right when you think about negative emotions in gameplay it's almost always the the main villain probably just because that's where we invest our time right we don't have a lot of time to work on emotions with your foot soldier a version dislike betrayal negative
emotions taunting often plays a big part in it my favorite example from other games is Wesker who in Resident Evil he's a friendly NPC originally and the first one and he turns on you he becomes evil and this becomes part of his behavior he does evil things as he will see in the video he's teleporting away from your bullets and he is sucker punching you and he is generally sucky to play against evil dude teleports and sucker punches all right in incense overdrive we had fizzy fizzy is our permanent aware a I that's kind of taunting you throughout the game and you have to fight her multiple times and she's trying to taunt you both outside and inside gameplay and here's an example of that
LIF is attacking me right fizzy says basically please stop moving so I can kill you alright so to recap the first part creating memorable experience it's not a behavior is about the interaction of the player first right like you have to look out at unique interaction and then it's about emotion you find some emotional connection to the eye well that's positive or negative and that will strengthen your experience at the end of the day you oftentimes have to create some kind of one-off behavior something that only happens once just to build this emotional connection for example in our case of the dog the the whole dog park is one large set of interactions it
only exists for this purpose and that are not being used afterwards so pitbull voice first part is over we can create memorable behavior we know that we need some kind of emotion and we know that has something to do with strengthening the emotion after the aftereffect see the next chapter will be specifically about body I and I put this in here because body I a lot of things that I just said apply to body I but Maria has very different challenges than your average enemy or friendly eye the chapters called the body eye is not your friend or how to design the body I around the needs of the game but body I I mean a lot of different things here I mean all kinds of friendly a eyes that play with the player and a part of the game some people call it companions and people call it t me I all of those all of these guys are meant right I mean something like Elizabeth I mean something like the Robo talk are just introduced I mean
teammates and squad mates all of them so the scenario is this you're working on buddy alright and you know body I has special needs it's really hard to get people to agree on what is good body I and you might think I want to model the eye after what the player wants and it sounds like a good idea the pitfall will say right ahead gets before the game is to build up player entitlement and to explain what I mean I will first give you some examples then spell it out for you alright so first example the body I can revive you you are working on some team shooter and the player goes down and there's two or three AI teammates and they can come and revive you why wouldn't they but you have no economy you have no health packs or instant death or timeout and then you get into a real problem because technically you can never die the I can always come and revive you right and even if the AI fails for obvious reasons like getting shot the player will not accept that I had that
problem actually infuse what we had exactly this issue where it went so far as the I would come over would like bend down to try to revive you get shot in the head and the player would still say that I failed the ice sucks another example body eye supports combat its fighting with you is part of the setups and there is no tracking of the player progress nothing that checks how many people will the player shot or whether he pushed forward the combat and then you get youtube videos of call of duty black ops that play themselves and the the player just watches and you can argue that's what this flames game is supposed to do it's not about challenge it's about feeling in the middle you don't actually have to play but it the very least you're you're not matching the player expectation here which is I'm the hero I'm the most important person in this game the third example this is really contentious every time I talk about this there is 50 50 people who agree and completely disagree with this the body I gives you ammunition there's no rules
when how much you just press a button you get ammunition and you could really use to that and then if it's missing you could really annoyed or at least I get really annoyed that is my one problem with Elizabeth she is amazing and I will talk about how amazing she is later but to this my one issue I got annoyed with her when she wasn't there or when she wasn't working and the fact that half people are green half of the people don't agree with this just proves my point that you never know what people expect so play entitlement is about spoiling the player is about giving the player what he wants and he either doesn't care anymore or is really upset and is missing and it's also about different expectations everybody wants something else from bodyís and you can't really guess what it's going to be for some people this is sushi and it's amazing and for other people is raw fish and they don't want it so you might want to go about it differently at least I do I'm trying to when I go for body I these days I'm trying to model at the runs of the needs of the game and it sounds very obvious
right it sounds like oh sure we all try to make the game better that's the goal but what does it mean and and what is really helping the game for me there's three categories these are my categories you might agree might have different names you might mix and match them which sometimes works and sometimes doesn't but these are my three categories the teacher the VIP and the soldier the teacher explains the world right he is there to give you the background the plot the story explains you why you're there the teacher is leading the way showing you around leading you by the hand showing you a door showing you a lootcrate maybe it's a dog that find some some equipment for you in the world but the teacher does not fight normally the teachers and academic it doesn't care about combat and that's really where Elizabeth the skirt that is why I like her not the other thing not the giving me gift that is where she's the best that I think the second category is the VIP VIP is the purpose of the game
the purpose of the mission it's really why you're there and while you're playing this the TT the VIP cannot die meaning either the VIP is immortal or if the VIP dies you lost and that's usually where you find codependence where like you safety VIP and eventually the VIP will do something for you my favorite example for this is Ellie from the Last of Us without spoiling anything she is the reason you make you play this game and more important than anything else the last category is a soldier the soldiers everybody who fights everybody who supports combat either just helping the player or just being fluff being background making the combat larger and most importantly and that's really important for me the soldier can die and it shouldn't matter like if the AI does something wrong if the eye goes down it shouldn't at all influence your game any team shooter has has soldiers like
this right like Halo or Call of Duty things in the background it don't really matter for the player so you can mix and match those but if you for example create a VIP AI that is also a soldier you basically just create an escort mission where it depends on the AI whether your game progresses or not so what happens if if you don't work for the players needs right why should the player care about all this well for all the reasons I explained before the player should care for an emotional connection you should care because he likes di he should care for story and character reasons and lastly you should care because you play together with the I the I saves you you safer works together all right to recap this part prevent play entitlement be very careful about your assumptions above what the player wants and that you that you think you know what actually makes a player happy because everybody has a different expectation here design around the needs of the game if you can think really hard about what your game is missing is it
missing some story explanation as is missing someone at least by the hand is it missing missing a purpose like why am i doing all this why am i fighting fill that need and finally motivate through story and emotion think about how you can get an emotional connection and motivate through that pitfall avoided we know we need some emotion we know that the body I can spoil the player and we have to be careful about it we can make good friendly eye but we haven't talked at all about enemy AI so the last chapter is solely about enemy AI and it's wrapping it up the last chapter is called escalation is the mother of all challenge or Viper petition is Burton's reputation so to repeat myself we're talking about memorable experiences right we're talking about how to make the game memorable for the player and you might wonder what does it has to do with challenge well you remember the study I was
talking about before of professor McGough was like taking group a and Group B and Group a was looking at kitchen sink items and grupe was looking at emotional arousing objects while he did some more work on this and one of the sentences you might remember is stress hormones can strengthen memory so what he did there is the so called ice water trial he basically took the two groups and he's put them up again and one one half of them would just get a bucket of warm water and were asked to hold their hand in it the other one was given a bucket of ice water and asked to help their hand in the ice water until it really hurt until they couldn't hold it anymore and there basically was torturing them right so the result was this as soon as you mixed emotion with stress with pain your memory would jump
up fifty plus percent better recollection of what just happened and the interesting thing to note here too in this chart is on the right side are the neutral items and left side the arousing items so on the right side you can actually see that stress when induced on the neutral items reduce your memory it really only works together when you mix the two stress and emotional interesting items that makes memory strong so to talk about challenge here we let's say the goal is we have some combat setup and you're asked to make it harder or make it longer it's too short too easy fix that and your approach might be to repeat an existing behavior an existing mechanic three four or five times and it totally makes sense that is the right approach because repetition is really good for your game here's a here's a quote from Ziggy Ziegler the father of all motivational speakers repetition is the mother of
learning the father of action which makes it the architect of accomplishment and this really speaks to action games that's what we do all right that's what it's all about we want a player to learn we want a player to repeat the behavior get better at it get skill over time and then overcome the game beat the game feel accomplished and also for developers this is really important because we can reuse our work we can have to play a fight to say meow 50 times instead of making 50 different the eyes so repetition is good the problem is you can very quickly cheapen the experience with a player if you do the same thing one over two player will get bored right he will feel too skillful for what you throw at him he will think that you didn't come up with anything better so the approach that people take oftentimes that I took in the past was to say okay we add some weak spots we add some tourists you have a giant monster and it has five turrets on it and you have to first destroy the turrets and the turrets ruler rockets that is a really
bad idea and here's why destroying weak spots especially if it's buttons it's kind of kind of like cutting off the heads of a hydra hydra is obviously the the giant serpent with seven or ten heads of the old Greek mythology and was fighting all the green heroes and you would cut off some hats and you would cut some more hats and cut up some more and now the combat is boring and sucks because there is no hat left and there is just like a snake right and the Greeks knew that they were smarter than that they knew they need a real challenge for error for the heroes so they said no no no the heads grow back or even better every time you cut off a head there's two hats coming out and that's really how you get challenged you really make the player think about and if you do something wrong it's going to be get harder so instead of thinking about just adding big spots or just doing the same thing over and over and hats make it harder every time you progress through the combat make it harder with each step and increase the challenge because the player learns something a player got better so your challenge has to become
greater alright so think of this as escalating the combat like think of your enemy like a wounded animal think of it like what would happen if the player if the enemy was scared it wasn't a corner it was more defensive or more aggressive edge attacks don't show everything at the beginning actually hold it back and during the progress of the battle bring out your extra stuff scale combat intensity this is really easy for programmers just put in some sliders put in a slider of how much damage output you do per second or how fast you react to the player or how quickly you mix things up and as a combat progresses you just scale it up in other words build escalation in your enemy AI behavior turn this little puppy into this angry dog over time some examples for this from censored overdrive does the hooker repairs last thing in the middle here is a giant claw he's dangerous when you get close to him
he is really strong melee attacks but if you wait for too long he will collect smaller enemies if you don't take him down he will collect them they jump on his back and he will start throwing enemies of you literally so you want to be fast about me don't want to ignore him he becomes dangerous or another example is pretty much any boss in sunset overdrive the all are set up in phases they start out slow they start out sluggish and become more aggressive over time this is the Norton dragon it's basically a giant penis shaped creature that flies through City and you're supposed to follow him and jump on his back and hit his head and every time you do that he becomes more aggressive he will start drawing spikes on his back he will start shooting fire he will set the city ablaze and try to stop you from catching up with him right it's a build escalation in your bosses to recap repetition is the mother of a learning escalation this the mother of
all challenge pitfall avoided we know we need to create some emotional connection we know if we scare very careful about body I on assumptions with body I and we know that if you add stress if you add pain if you try to torture the player I'm not trying but if you add some stress level to it to the player you will get a better response you will get more memorization of what's going on thank you for listening please give me a feedback after there is like two minutes left for FIFA for questions [Applause] as you mentioned we do have honestly three minutes left for questions please use the microphones in the aisles so that it shows up on the video anybody have any questions for Yong well I will kill time for a moment he touched on a lot of interesting things and Yun and I actually have to have a beer after this to talk about it a lot of neuroscience a lot of psychology and that's very
important that goes into AI as matter of fact I don't know if Brian's in here but Brian Schwab and I did a lecture here in 2012 on psychology and AI and so it touches on not the same stuff but very similar things about how we can engage the player through what they sit down at the computer or at the console with is is that their built-in hooks of psychology and so if the things that he was talking about here about being cognizant of as a as a designer for that matter or an AI programmer you might want to pick that up it's for free on the GDC vault back in 2012 just look for psychology and AI or my name of Brian Schwab's name and you'll find it but it's also very similar and that's really an important thing for us to be aware of as game programmers because that's all we're doing is dealing with people's psychology so I don't see anybody coming up for questions you can just if if you want otherwise we'll go ahead and cut it off here oh go ahead and step up to the mic please good great great talk by the way man thanks Kayla see so the soldier's
death is always relevant not always I prefer to be irrelevant you prefer it to be a real don't care that make sense I was just like in my mind is that because you want to ensure that the death is something that the player can prevent to allow it to be fair if the player really needs to prevent the death and you're basically making a VIP right like you making someone who's important for your existence before the game the soldier is really more the you have large-scale combat you have 50 AI fighting other 50 enemies that's the soldier right like it's a fluff in the background it's not so much about someone the player cares about if you if you have a squat like a teammate that if he dies if the game is over you create a VIP and you want have some kind of collaboration you want to have that Oh I save your butt you save my butt behavior okay thank you hey how you doing also great talk man well I just want to be something just want to clear up this
soldier a AI that you were talking about it's not the same as the buddy AI correct you can argue that soldier is also a buddy in a way right but it's a body that is not usually not emotionally connected to you it's more like oh I'm going out in the field with my 50 squad mates I might care that they die but it doesn't matter for my experience if they do necessarily it just adds to my experience okay it's like you know I'm thinking like um like you know at the difference between like the Marines in Halo mmm that that would occasionally join you like though in my mind that's a soldier yeah matter of fact to like gara gara sorex would be like a buddy would that be a fair comparison yes what I mean thank you okay we're going to go ahead and I have to wrap it up but good stuff here from Yan Muller I agree Oh Sarah you
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