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01

Path Following and pawn sensing and attacking AI whose behavior

is controlled by the Conductor

AI.

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Basic AI

the film
The facts
The mission
03

Conductor AI

The game audio employs two components -
 

  • Generative Music: Music samples are generated by a Neural Network, offline, to be combined, modified and played in-game. The NN is based off Recurrent Neural Networks with LSTMs, that carry time context for playing different notes. The RNN is fed different kinds of samples corresponding to different needs/environments for the gameplay.

     

  • Procedural Audio: Using in-game inputs like player health, stamina, etc, and game environment parameters like distance from the shore, enemies, etc, the generated-samples are altered and mixed together to give the effect that would be most desirable for the gameplay, at a given point in time. PureData, an open source visual programming language is integrated with Unity to create rich interactive music.

Procedural Music

02

The Conductor AI is based on 4 Neural Networks

Combat NN, Idle NN, Action NN, Location Capture NN.

The companion AI

These NN decide how the AI, both enemy and companion will function.

Conductor AI

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