Chaudary Kenny Rentschler Constantin Savtchenko First Person Shooters What is a First Person Shooter Game Genre that involves projectile weapons Played though the eyes of game character ID: 401047
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Slide1
Zubair
Chaudary
, Kenny
Rentschler
, Constantin Savtchenko
First Person ShootersSlide2
What is a First Person Shooter?
Game Genre that involves projectile weaponsPlayed “though the eyes” of game characterFirst Person point of viewCreates a game play, AI, and game design Issues
Popular FPS TitlesQuake, Doom, Wolfenstein 3D, Goldeneye
007, Half Life, Halo, Call of Duty, Counter Strike, Unreal Tournament…Slide3
Condensed History
First known FPS: Maze War (1974)FPS Stepping Stone: Wolfenstein 3D (1992)
Intro of Deathmatch: Doom (1993)3D Polygons: Quake (1996)Major Console FPS:
Goldeneye 007 (1997)Entirely Script Based FPS: Half-Life (1998)Exceptional Plot and Story: Half-Life (1998)Team play focused FPS: Unreal Tournament (1999)
New Millennium FPS: Halo (2001)MMOFPS: Planetside (2003)FPS as Story Medium:
Bioshock (2007)Graphics Killer: Crysis (2007)$1 Billion Dollar FPS: Call of Duty – Modern Warfare 2 (2009)Slide4
Why are FPS Important?
Arguably the most valuable to the gaming industryEnvelope Pushing sectorGraphics, Game Play, AI, AudioGenre Bending
Has created spinoff genresFPS medium allows developers to incorporate elements from other genresSlide5
Game Layers
Movement LayerDoes not determine where to move to, only how to do so.Avoid obstacles, follow characters, and path finding through complex environments
Animation layerSelecting, parameterizing, and playing character animation sequences
Generating specific animations that are situational, and not pre-rendered/codedCombat LayerAssessing characters current tactical situationSelecting tactics in combat
Performance is key, as this is the fundamental aspect of FPSBehavior LayerDetermines character’s current goal, and attempts to reach its goalSlide6
Movement
PathfindingDynamic ObstaclesSpatial ReasoningSlide7
Movement –
Pathfinding
Algorithms and methods to find most efficient movement from point A to ZMost FPS levels tend to be static, so AI use a pre-generated DatabaseAllows for A* search algorithms
A
ZSlide8
Movement – PathfindingSlide9
Movement – Pathfinding
Situation changes significantly with the addition of dynamic level elementsPlayer can move objects in front of AI pathsLevel Destruction can block paths
If the AI does not adapt, will walk into a wall and get stuck.Slide10
Movement – PathfindingSlide11
Movement – Pathfinding
Handling of dynamic objectsSome games ignore them (pseudo random movement)Introduction of Local
PathfindingUses Global Pathfinding to establish a general path from A to ZCreate lots of “waypoints” in-between A-Z
A
Z
B
C
D
E
FSlide12
Movement – Pathfinding
Local Pathfinding determines if subpath A-B are clear
If they are, continues to waypoint B, where it evaluates B-CIf not, it computes an alternate path to waypoint BLocal Pathfinding
also uses A* searchSlide13
Autodesk Kynapse
AI Data generation tool3D PathfindingPart of the Unreal 3 Engine
Management of perceptions (sight, smell, and sound)Slide14Slide15Slide16
Movement – Movement Controller
Subsystem that performs tasks assigned by higher level systemsPerforms discrete movement commandsMove to (X,Y,Z)
Only be executing one movement command at a time.Movement controller is an object that owns the current movement commandCan be use to handle different kinds of movement, like walking or swimmingSlide17
Combat Controller
When AI enters Combat, almost all control is given to combat controllerAttempts to assess tactical situationNumber of enemies, direction, health, ammoMore Advanced: cover locations, camping locations
Issues commands to other systemsMovement, aiming, shootingSlide18
Combat Controller – Spatial Reasoning
Most difficult task for AI combat controllerSpatial Reasoning requires understanding of level (Spatial Configuration)Needs to know where things are, and how objects are going be use
3-Dimensonal Levels increase complexity significantlySlide19
Combat Controller – Spatial Reasoning
Pathfinding solution can be usedPre-generate database of objects and their significance
Works poorly with dynamic levelsLevel Designers can embed ‘hints’Makes Level design cumbersomeError proneCustomized tools analyze geometry
Can be run dynamically to populate databasePhysical properties of objects?Slide20Slide21
Left 4 Dead – Spatial Reasoning
We will use Valve’s Left 4 Dead to discuss and examine spatial reasoning.Things to think about: Navigating In 3DOptimal Paths
CPU CalculationsExample comes from apresentation created by Michael Booth.Slide22
Navigating Horizontally
Path finding algorithms help AI’s navigate optimally through environments.How do you define an environment?
By using a Navigation Mesh!!
Used instead of waypoints
AI can move anywhere in between the grids.However note the Jagged Path.Slide23
Navigating Horizontally
We could hardcode a “smooth” path…
Or we could use what Valve calls “Reactive Path Following”…
Look ahead in the path and
calculate
Use local obstacle avoidanceSlide24
Navigating Vertically
Oh, it’s a crate!?We would press spacebar, and bunny hop over it,
should be easy for computers right?
WrongSlide25
Spatial Reasoning Conclusion
AI has to deal with the environment as we do:QuicklyEfficientlyHumanlyCombining the two strategies we examined allows for an AI that deals with the presented necessitiesSlide26
Combat Controller – Tactics
An Example of a Tactical SituationCurrent LocationIn cover, or out in the Open?Ammo (unless they cheat)
EnemyHow Many?From where?Current Objective(s)Behavioral SituationSlide27
Combat Controller – Tactics
Tactic Selection ProblemNature of Tactic under ConsiderationRelative Tactical situation of all combatantsCurrent Tactical Situation
Use of Tactical Library is commonFSMsDatabasesDatabases with Q-LearningSlide28
Combat Controller - Tactics
Basic TacticsCampAI hides in a location, and waits for an opponent to appear
Effective, but behavior can seem very scriptedJoustAI rushes opponent, while firingRuns past opponent with the hopes of being able to turn around and rush from behind
Circle of DeathAI circles opponent while firingKeeps a variable radius away from target
AmbushAI ducks behind cover, periodically pops out of cover and shoots at enemy.Similar to camp, but AI must know where enemy is coming fromFlee and Ambush
AI runs away from enemy, and then takes cover and gets ready to ambushSlide29
Dynamic Procedural Combat Tactics
As games evolve, game designers strive to give players more freedoms:Dynamic level designsInteractive objects
Large, multi-approachable situationsWe will study how AI has kept up through Killzone
©’simplementation.Slide30
Why use D.P.C.T.
Old AI would use “hints” and series of “if-then” scripts.Hints remain static, rely on game designersEnormous amount of effort for responsive AI’s to react to situations and terrain
The AI must take into account:Multiple approach pointsDynamic environmentsDynamic positioning
End Result: Responsive AISlide31
What Is D.P.C.T.
AI analyzes the situationInputs are dynamicUsing gathered information, the AI acts:Goal setting/discarding
On-fly-algorithms allow for on-the-fly decision makingTactics are procedures, not scriptsSummary: tactics are _______ based on the ___________ and the _________.Slide32
Killzone AI: Situation To Decision
Killzone AI SummaryAccomplish goals, or change based on desirability/
feasabilityMove To Position, Do ActionKillzone’s describes situations:Cover from threats
Lines-of-fireDanger zonesArea of operationDecisions made using:
Position evaluationLine-of-sight and Line-of-FireSlide33
Position Evaluation
The assignment of values to the waypoints of KillzoneSome factors that give higher values
Distance to primary targetAmount of coverNot in the way of friendly-fireWall huggingOutside of danger-zone (grenades, tank shells)
Position Evaluation Helps MovementTactical PositioningTactical MovementSlide34
Tactical Positioning
Position evaluation functions assign values to the waypoints of KillzoneSlide35
Tactical Movement
Tactical Movement is smarter movementMovement usually done by “lowest weight”Notice we can use some of the existing position evaluation algorithm to make “dumb” paths cost more
Line of fireClose proximity to danger zonesRunning at the targetSlide36
Advanced Possible Dynamic Tactics
Position evaluation algorithms, can also be used for attackingIndirect Fire
Different determiners can be used to predict where to throw grenadesSuppression FireOther determiner can be used to figure out at which cover to lay suppressive
fire ontoSlide37
Advantages and Disadvantages
AdvantagesParameterization – change values, not codeEasily adapted for other uses, such as multiplayer
Procedural tactics are easier to adjust, and work with – compared to scripts/hintsRemoves extra ray-castsDisadvantagesDifficult to debug, the AI is “on its own” – compared to scripts/hints
Also, difficult to get it to do your bidding – if you want to actually script somethingSlide38
Combat Controller – Targeting
Opponent SelectionHow to Target?Most FPSs pit all AI against an enemy
Kung-Fu tactics?Need for Targeting HeuristicTactical Situation AwarenessWorry about defending itself first
Most vulnerable, nearest targetRanking function can simplifyNeed to be able to change targets based on changes in Tactical situationSlide39
Combat Tactics - Aiming
To-Hit Roll Less than perfect aiming for believability Calculating factors ([0.0,1.0] range)
AI skill RangeSizeRelative target velocityVisibility
Target stateAI stateProbability to hit = skill*range*size*…*stateSlide40
Combat Tactics - Aiming
AimingCheat AngleMaximum that a projectile can differ from gun barrel while still being believableDoesn’t need to match line of sight
LocationPoint with high probability of being hitModel target as overlapping boxes and pick center of volumeSlide41
Combat Tactics - Aiming
Shooting and MissingPick point close to target Low probability of hittingShould be visible to player
Missing when close and hitting from a far distance seems unrealSlide42
Combat Tactics - Aiming
Ray TestingTest projectiles trajectory before firingAvoid obstacles and friendly fire
Dead ReckoningEstimation of enemy position at given timeShoot where the enemy will be when bullet arrivesWeapon Trajectories
Difficult to predict slow moving projectiles (arrows) Use physics in ray testing to test trajectorySlide43
Combat Tactics - Aiming
Collision NotificationsProjectiles store pointers to object that fired itOn hit or miss object is notifiedHelps firing object adjust targeting
Radius TestingHelpful for area effect weaponsTreats everyone as cylinders or spheresTests area damage on everyone to avoid friendly fire and maximize enemy damageSlide44
Behavioral Controller
Responsible for controlling current state and high level goalsMost FPS use a Finite State MachinesIdle – Standing GuardPatrolling – AI following a designed patrol path
Combat – AI is engaged in combat and most control is given to combat controllerSearching – AI is looking for an opponent to fight or searching for an opponent who fledSummoning Help – AI is searching for helpSlide45
p
atrol
search
fight
s
ound, patrol -> ɛ
see, patrol -> ɛ
see, search -> ɛ
kill, ɛ -> search
kill, ɛ -> patrol
quiet, ɛ -> patrol
Behavioral Controller- FSMSlide46
Behavioral ControllerSlide47
Scripting Controller
Scripting and Trigger SystemsNeed scripting and triggering events to tell the AI to do somethingTriggered events set AI parametersSend commands to various subsystems
Changes state from Idle to Searching, or Searching to CombatDisadvantages?Slide48
Perceptual Modeling
Adds fairness to the gameEven though the game knows where a player is, the AI needs to “see” or “hear” a player approachingRealism
A sleeping enemy has to be startled to enter combat modeSneaking element is possible and quantizedSlide49
Perceptual Modeling
VisualUse ray casting to look for playersDistance, angle, and visibility factor into vision
AuditoryAI needs to receive sound notificationsEveryone in earshot should hear the soundPriority of sounds (e.g. bird chirping and gunshot)
Audio OcclusionInterference of sounds to create noiseTactile(touch)Alert when run into or woundedSlide50
AI Difficulty
AI is initially designed to be very smart (usually)Based on designers, the AI is given flaws to dumb it downAlso changed by difficulty settingsAffects parameters for targeting, etc
Player ModelingOn the fly difficulty adjustmentSlide51
AI as Teammates
Aiming very similarMovement may changeHow to move so the AI does not block a teammate’s vision?Behavior
How to choose objectives?