Perception and reaction systems for large amounts of NPCs

Alejandro Moya García
Grip Studios
About this talk

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.

Key Takeaways

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.

About the speaker
Alejandro Moya García
Day

Wed Nov 11

Time

16:25

Room

Hall A