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Artificial Intelligence Core Engine Team

Artificial Intelligence Core Engine Team. Team Members: Kellen Dunkelberger Patrick Morales Greg Osborne Edgar Valbuena Manuel Vasquez. Artificial Intelligence.

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Artificial Intelligence Core Engine Team

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  1. Artificial Intelligence Core Engine Team Team Members: KellenDunkelberger Patrick Morales Greg Osborne Edgar Valbuena Manuel Vasquez

  2. Artificial Intelligence • According to Webster’s College Dictionary, Artificial Intelligence is the collective attributes of a computer, robot, or other mechanical device programmed to perform functions analogous to learning and decision making.

  3. Mission Statement • Our goal is to create the artificial intelligence core for our program. Our core will be responsible for the actions and direction of the ball in our project.

  4. Artificial IntelligenceCore Requirements List • Action Selection Module: 1.1. Assess environment within a radius of the object. 1.2. Determine goals based on situation. 1.3. Change steering behaviors to accomplish goals. 2. Steering Behaviors Module: 2.1. Hold the current steering state. 2.2. Combine all steering forces into one force. 2.3. Have functionality for these steering behaviors: 2.3.1. Wander 2.3.2. Seek and Flee 2.3.3. Pursue and Evade 2.3.4. Obstacle Avoidance

  5. Artificial IntelligenceCore Requirements List – Cont’d 3. AI Controller Module: 3.1. Be an object that classes can use through composition to gain AI controlled behavior. 3.2. Translate steering force into in-game movement and commands.

  6. UML

  7. Overall Design • The core is designed to keep a list of all AI controlled objects and to update all of their methods. • The core’s design is to allow an object to become an AI controlled object through composition. The AIObject class will provide steering vectors that can then be used through the objects normal movement methods.

  8. Features • Ball will have calculated movements and reactions create a unique game experience. • Player will have total control to navigate through virtual 3D maze. • AI Core will create a challenging experience that will produce replayability. • AI opponent will be able to seek and pursue player throughout maze.

  9. Operations and Possible Extensions • The AIObject class will have a value for the total of all steering behaviors. Programmers can use this force vector for any method of locomotion the objects would use. • The core design can be extended by providing other AI features, such as Path Finding.

  10. Commercially Available and Open Source Cores • Kynapse – powerful artificial intelligence middleware. • OpenSteer - C++ library to aid in constructing steering behaviors for autonomous characters. • MicroPather - path finder and A* solver written in platform independent C++. • Havok AI - enable efficient nav mesh generation, pathfinding and path following. • HavokPhysics – real time collision detection.

  11. Issues During Development • Lack of modularity. • Team’s lack of programming capabilities. • Spaghetti code. • Doing too much, with little testing. • Lack of cohesion between AI research community and game developers. • Game engine must be developed before AI can be tested.

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