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Qualitative Spatial Analysis Part 2

Qualitative Spatial Analysis Part 2. Chris Mansley. FPS to RTS. FPS environments are becoming more dynamic and simple path-finding is not enough to define movement Another place that can benefit from this type of higher level movement are strategy games. Terrain Analysis.

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Qualitative Spatial Analysis Part 2

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  1. Qualitative Spatial AnalysisPart 2 Chris Mansley

  2. FPS to RTS • FPS environments are becoming more dynamic and simple path-finding is not enough to define movement • Another place that can benefit from this type of higher level movement are strategy games

  3. Terrain Analysis • Strategy games often have large open spaces and valuable resources often with narrow passages between them • It is often helpful to consider these as free spaces and connecting corridors

  4. Terrain Analysis cont. • Corridors can be considered one-dimensional entities that connect two free spaces • The strategic value of the connection is strictly based on the way they connect free space

  5. Master of Orion • Turn Based Strategy Game • Basic build empires game (in space) • Colonization of different planets in different star systems

  6. AI Goals • To provide a measure of the strategic value of the star system • Overall, the AI can then choose the best strategy • Encourage border disputes

  7. MOO3

  8. MOO3

  9. Terrain Analysis • Inside vs. Outside borders • If all paths leading way from the system lead through one of our planets, its considered inside • Threatened • If not within borders or a path exists to another civilization without passing through one of our systems

  10. Example 6 5 4 8 1 2 7 3 9

  11. Selecting New Colonies • Using the spatial data, star systems are selected • Uses a series of modifiers to select the correct system to try and occupy • If priorities are the same, square them and randomly select the best

  12. Decision • Start with 1.0 • If we own planet at star system • If enemy also has a planet there, multiply 1.5 • Else, we own the system, multiply 0.8 • If system is inside our borders, multiply 0.9 • If outside and has enemy colony, multiply by 0.3 • Etc…

  13. Outcome • By tweaking the modifiers, the AI gave a sense of strategy and borders • Before using this type, AI would mingle with everyone, frustrating the player • Use the analysis system, to select other factors like best target or defenses

  14. Conclusion • Reasoning about the game world by NPCs needs to be more than simple pathfinding • Trying to formalize such qualitative concepts such as good strategies, best non-direct movement, or dynamic environment use, results in better game play for everyone

  15. References • AI Game Programming Wisdom 2 • Forbus, K., “How Qualitative Spatial Reasoning Can Improve Strategy Game AIs”, IEEE Intelligent Systems, July/August 2002 • Master of Orion 3, Quicksilver Software, Inc 2003

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