This talk will expose the secret practice of restraining AI agents to bounded areas of the game world. We’ll see why this is often a desired feature in terms of game design. We’ll also go over the possible implementation approaches, how they can be mixed, and their performance implications.

Takeaways:

  • Understanding of what NPC tethering is
  • Realization that it’s deeply dependent on game design
  • Some ideas on how to implement agent tethering into your own projects.