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|Session Name:||Virtual Insanity: Meta AI on 'Assassin's Creed: Origins'|
|Company Name(s):||Ubisoft Montreal|
|Track / Format:||Programming|
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|Overview:||To fill a big open world game, you either need to have a lot of level designers, or use a good systemic gameplay engine. For 'Assassins Creed: Origins', the Ubisoft Montreal team decided to create the "Meta AI": a solution to fill the game with thousands of dynamic and static objects (humans, animals, vehicles, but also camps, braziers, ballistas, loot bags, etc.) and to create interactions between those objects by giving them needs and pushing behaviors. This lecture will discuss the creation of Meta AI for 'Assassin's Creed: Origins' and how its objects could be virtual or real, in formations, in conflict, be part of a mission or autonomous, and how they can have a persistent inventory.|