Division 2 is an online action RPG developed by Massive Entertainment and published by Ubisoft, set in Washington, DC, where smallpox is popular. Gamers will take on the role of building new cities with government agents.
Drew Reckner, Chief AI Designer at Massive Entertainment, spoke at GDC 2019 on how to improve the AI of NPCs. We will share a link to this related inventory article.
NPC refers to all characters that appear in the game, not those that are directly controlled by the gamer. For example, the store owner, the person who gives the quest, and in the case of Division 2, the opponents of the AI controlled opponent can all be NPCs. According to the content of the lecture, Division 2 defined the propensity of NPCs and designed them to take different behavior patterns according to their aggressive or defensive tendencies.
In addition, a lot of efforts were made to increase the reality by taking different patterns according to the skill level of NPCs, so that the concept of strategic movement, namely, formation, was used rather than simply narrowing the distance in the battle with the enemy.
In recent games, ray tracing is actively introduced, and it is approaching in a form that is very close to reality visually, and it is judged that the behavior patterns of NPCs appearing in them are also changing close to reality. At this point, AI technology I think there is a lot of room for this to be reflected.