In this talk we’ll cover how we created simulated behaviors for NPCs in the densely populated world of Ranger’s Path: National Park simulator. We’ll explore the ECS framework and tech used to allow crowds of animal and human NPCs to perceive and react to world events in a scalable way.
1. How to design and implement scalable perception and reaction systems for large amounts of NPCs.
2. How to split AI agent behavior into different layers: perception, behavior selection and behavior execution in the context of Unreal Engine’s Mass Entity ECS in a commercial released game.
3. Understand the pros and cons of working with Mass Entity ECS, an experimental Unreal Engine framework.
4. Discover the tooling that gave our designers fine-grained control over perception and reaction systems.
5. See some of the debugging tools that improved development iteration times in Ranger’s Path: National Park Simulator.