8. Artificial Intelligence
Describe the behavioral logic of enemies, allies, and NPCs, as well as their relationship with difficulty, performance, and anti-cheat measures.
PRID: gdd-en-8-artificial-intelligence
VERIFIED
2 min read
On this page
8. Artificial Intelligence
Describe the behavioral logic of enemies, allies, and NPCs, as well as their relationship with difficulty, performance, and anti-cheat measures.
8.1 Opponent / Enemy AI
8.1.1 AI Taxonomy
- Types: Patrol, Assault, Defensive, Ranged, Summoner, etc.
- Boss & Elite AI: Unique mechanisms and phase transitions.
8.1.2 Perception & State
- Perception System: Sight cones, hearing radius, and threat generation.
- State Machine:
- Required: State Transition Diagram (Idle → Alert → Chase → Combat → Flee).
8.1.3 Behavior Logic
- Architecture: Selection of Behavior Trees, GOAP, or Scripted Logic (Behavior Trees recommended for complex AI).
- Decision Frequency: Update rates and performance budgeting.
- Difficulty Scaling: Impact on behavior (smarter tactics vs. just higher stats).
8.1.4 Group AI
- Coordination: Flanking, covering fire, and role distribution.
- Aggro Management: Threat distribution and token-based attack slots.
8.2 Non-combat Characters
- Ambient NPC Schedules: Daily routines, patrol paths, and interaction nodes.
- Service NPCs: Interaction flows for Merchants, Quest Givers, and Function NPCs.
- Atmospheric NPCs: Crowd density and background behaviors to enliven the world.
8.3 Friendly Characters & Companions
- Roles: DPS, Healer, Tank, Buffer.
- Follow Logic: Distance maintenance and pathing relative to the player.
- Synergy: Combo triggers and elemental reactions with player actions.
8.4 Support AI
8.4.1 Player and Collision Detection
- Colliders: Hitboxes, hurtboxes, and physics layers.
- Tolerance: "Coyote time," edge correction, and forgiving hit detection.
8.4.2 Pathfinding
- Algorithm: NavMesh, Grid-based, or Waypoints.
- Complex Geometry: Handling destructible environments, verticality, and dynamic obstacles.
- Authority: Division of responsibility between Client (prediction) and Server (validation).
8.5 Difficulty & Adaptivity
- Modes: Design philosophy for Normal, Hard, Nightmare, etc.
- Dynamic Difficulty Adjustment (DDA): Scaling enemy strength/count based on player performance.
- Balancing: Safety nets for new players vs. skill ceilings for veterans.
8.6 Performance & Anti-cheat Considerations
- Budget: Maximum active AI agents per frame and tick rate limits.
- Server Authority: Critical states and outcomes validated server-side.
- Trust Model: Defining what data the client can see vs. what it can influence.