01
Path Following and pawn sensing and attacking AI whose behavior
is controlled by the Conductor
AI.
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Basic AI
03
Conductor AI
The game audio employs two components -
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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.
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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.