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ARF PLAYER POWERPOINT MP4
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Managing variations Variation banks used to exploit streaming and avoid bottlenecks Banks differentiated by global AI conditions (alert, combat, etc.Convert Other Formats to MP4 1. Playback rules Meta-data attached to individual lines of dialogue Mark-up used by animation, audio systems at run-time Some hard-coding of rules into other AI Tools Using layers Layering some or all of the above response types Queuing within an aggressive censor system allows designer to tweak signal-to-noise Bark StrategiesĬontent management pipeline Spreadsheets are an ugly compromise Need dedicated tool for entire pipeline ‘Content manager’ might be a full-time job Tools Solo vs Chained Receiver (Team) Receiver (Solo) Bark Strategies Source(player, enemy, etc.) State: Persistent metrics Bark Strategies State: Persistent metrics Receiver Source(player, principal cast NPC) Event Bark Strategies States (e.g.): Status (alert, idle) Task (sleeping, paperwork) Threat (under fire, safe) … Any (generic) States (e.g.): Reputation/Influence XP Stats/Skills/Perks* Faction affinity (+/-) … State: Threat Level 0 Receiver + + ++ + 0 0 ++ 0 Bark Strategies States (e.g.): Threat Level (+1) Squad Cohesion (-2) … Any (generic) Source(player, enemy, etc.) Generic Vocalizations DialogueDb GenericVocalizationDb Bark Strategies CLP1 : PHYSICAL COLLAPSE 1 VO_ST_GVF_ONO_EXER_CLP1_01_001_GAA_DRY AGENT A 21: $NullSound$ 2 VO_ST_GVF_ONO_EXER_CLP1_02_001_GAA_DRY AGENT A 22: $NullSound$ 3 VO_ST_GVF_ONO_EXER_CLP1_03_001_GAA_DRY AGENT A 23: $NullSound$ Profanity Onomatopoeia Exclamations Singing … (anything repetitious) Generic Vocalizations … and they add a lot of redundant audio data to the game: Bark Strategies Generic Vocalizations out-!” terrible to writeterrible to directterrible to perform… Bark Strategies Scripted:Chapter or Location –specific Considerations Scripted:Chapter or Location –specific Receiver Mission Script Event Chapter States (e.g.): Mission sequence (8/12) Active mission (A1SM01) Last outcome (faction++) … Considerations Dialogue Manager Location States (e.g.): Location/zone Environment/terrain type Nearest game objective Nearest game ingredient … Db Playback Systemic:Contextual/Affordant Considerations Systemic:Contextual/Affordant Task parameters: Duration (00:20) Interrupt (True) Reset interval (02:00)Topology (point) Exit conditions (end dialogue) …Associated event (Convo) Needs: Social ++ Rest + Duty + Tactical -… Considerations Attractor parameters (e.g.): Need (Social) Broadcast radius Weighting coefficient … Condition (Occupied) Systemic:Contextual/Affordant Task parameters (e.g.): Duration Interrupt Reset intervalTopology (point/area/path) Exit conditions …Associated event (DrinkWater) Needs (e.g.): Social + Rest ++ Duty + Tactical -… Considerations Attractor parameters (e.g.): Associated need (Rest) Broadcast radius Weighting coefficient …
ARF PLAYER POWERPOINT UPDATE
Systemic:Sensory vs Dispatcher Receiver(s) Source(dispatcher) Event Update threat mapLast man standingEnemy on mounted weaponCall reinforcementsLast known positionSearch patternMove to action stations… Considerations States (e.g.): Status (alert, idle) Task (sleeping, desk) Threat (under fire, safe) … Any (generic) Game space Systemic:Sensory vs Dispatcher Source(player, gunshot, grenade, corpse, etc.) Receiver Event Considerations Damage NoiseInterestFear… States (e.g.): Status (alert, idle) Task (sleeping, paperwork) Threat (under fire, safe) … Any (generic) States (e.g.): Day/night/weather Location (terrain, building) Metric (faction strength, kills) … Any (generic)
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Systemic:Sensory vs Dispatcher Deep generalized behavior Or Broad case-based behavior Considerations Systemic vs Scripted Stimulus Event Source Receiver Speaker Receiver Interlocutor SourceStates Considerations Dialogue Manager Recv’r States Db Playback Systemic vs Scripted Script Event Trigger/ Player Receiver Speaker Considerations Dialogue Manager Db Playback Systemic vs Scripted Primary function of AI in support of gameplay? Does the AI have a life when the player’s not around? How dynamic is combat and other action? How open is the level design? Considerations Not conversational mechanics Not scripted events dialogue Not cinematics dialogue Not MP taunts The grey in his hair is proof that he worked on FAR CRY 2, designing narrative systems. Room 269, Moscone Center PATRICK (staring out into crowded room) Hello, and welcome! (after a beat) Who am I? On the stage is PATRICK REDDING, 39, a game designer at Ubisoft Montreal.
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Aarf! Arf arf arf: Talking to the player with barks Patrick ReddingUbisoft Montreal