swarmflv art intelligence swarmites 120 endorphin25flv 238 antfarmsimulatorflv 330 for very early swarmflockingmp4 Suzie swarmites 236 andilandmp4 504 min Warning ID: 393792
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Slide1
videos for before
swarm.flv
(art. intelligence
swarmites
1:20)
endorphin2.5.flv (2:38)
antfarmsimulator.flv
(3:30)
for very early
swarmflocking.mp4 (Suzie
swarmites
2:36)
andiland.mp4 (5:04 min)Slide2
Warning -
This presentation contains graphic depictions of
violence and the death of badly pixelated NazisSlide3
Hans Apf
ë
l
Born Dec 18, 1923, Dusseldorf
Wanted to study chemistry after the warEngaged to Elsa BauerSlide4
Hans Apfël
Killed by a Super Terror Flamethrower on level 7 of Nazi Killer Rampage IV.
One of over 143,000,000,000,000 NPC's killed in computer games since 1959Slide5
Ground Rules
The topic is game AI
It's not 'real' AI
T
heir morality is a separate discussion
I'll take questions as they come up
Please hold side topics to the endSlide6
Game AISlide7
Sections
Goals
Architecture
Inputs
Actions
Action SelectionSlide8
Vocabulary
NPC
Game Design
Third Person shooter
RTSSlide9
Our Example
The Saboteur start up screenSlide10
RoundupSlide11
GOAL?Slide12
PLAYER FUN
not to win!Slide13
Fun Is
Meaningful Choices
Appealing CharactersSlide14
And what's our best technique for adjusting Play Balance?Slide15
CHEATSlide16
Play Balance Knobs
Unit strength
Adjusting NPC tactics better/worse
Complexity, favor things the computer does better than the human.
Cognitive and cockpit load, UI design, behavior mod, degrade the human's skillsSlide17
ArchitectureSlide18
Mimic Human Actions
Mimic the events the NPC would get
Stupid actions look inhuman
Sadly, stupid choices of action look all too human
So as long as each low level action is believable, overall we have a
chanceSlide19
Our ArchitectureSlide20
Our ArchitectureSlide21
Model Their World View
Give NPC's only the info they should have, then they won't act on info they shouldn't
Give them a view frustum
Present information as their sensory apparatus would receive it.
Present information in functional terms (e.g. 'a cover position', not 'a tree')
.Slide22
Terrain MarkingSlide23
Our ArchitectureSlide24
Overview
Most action is
move the character's
basepoint
play canned animationsSome other possibilitiesplay sounds, particle effects, delete/add item, etc.
Physics: ragdoll, euphoria, steering,
lennard
-jones
Middle layer
PathfindingSlide25
Basic Animation
Play one or more layered animations
Move the
basepoint
Do a whole motion!Slide26
BehaviorsSlide27
SteeringSlide28
Lennard- Jones Potential
Slide29
A*
Open circles are in open set
Filled circles are colored red to green by distance from start Slide30
Our ArchitectureSlide31
Action SelectionSlide32
Scripting
Either use an existing 'friendly' language (Python and
Lua
are popular) or make one up
Actor languages are often a good choiceburying complexity in message passingSlide33
HFSMSlide34
Planning
Operators: preconditions, forbidden, add, remove
Operators:
run_to_door
, get_out_of_car, enter_building,
climb_stairs
,
descend_stairs
,
run_onto_roof
,
get_in_car
,
lay_down
,
get_upSlide35
ComplicationsSlide36
Behavior TreesSlide37
Node TypesSlide38
Adjusting Long Term Play
Genetic Algorithms
Neural nets
Random strategic alterationsSlide39
GOAL?Slide40
PLAYER FUN