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videos for before - PowerPoint Presentation

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Uploaded On 2016-07-07

videos for before - PPT Presentation

swarmflv art intelligence swarmites 120 endorphin25flv 238 antfarmsimulatorflv 330 for very early swarmflockingmp4 Suzie swarmites 236 andilandmp4 504 min Warning ID: 393792

play architecture human action architecture play action human npc 000 fun flv adjusting actions computer complexity add lennard level

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Presentation Transcript

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