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Preparing AI Systems for 'God of War Ragnarok'
More enemy variety, more companions, a more-lived world with a lot more characters and wildlife: The AI team had their work cut out for them as the studio transitioned into creating the sequel for God of War (2018). This talk goes into multiple AI systems that were either implemented from scratch or improved massively based on the needs of the new game. Specific topics include the challenges and problems solved while migrating engineering and design teams to using behavior trees instead of Lua scripting, systems implemented to give AI more awareness about their surroundings and the new enhanced movement in vertical combat spaces.
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