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videos for before

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). Warning - This presentation contains graphic depictions of

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videos for before

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  1. 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 swarmites2:36) • andiland.mp4 (5:04 min)

  2. Warning - This presentation contains graphic depictions of violence and the death of badly pixelated Nazis

  3. Hans Apfël Born Dec 18, 1923, Dusseldorf Wanted to study chemistry after the war Engaged to Elsa Bauer

  4. 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 1959

  5. Ground Rules The topic is game AI It's not 'real' AI Their morality is a separate discussion I'll take questions as they come up Please hold side topics to the end

  6. Game AI

  7. Sections Goals Architecture Inputs Actions Action Selection

  8. Vocabulary NPC Game Design Third Person shooter RTS

  9. Our Example The Saboteur start up screen

  10. Roundup

  11. GOAL?

  12. PLAYER FUN not to win!

  13. Fun Is Appealing Characters Meaningful Choices

  14. And what's our best technique for adjusting Play Balance?

  15. CHEAT

  16. 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 skills

  17. Architecture

  18. 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 chance

  19. Our Architecture

  20. Our Architecture

  21. 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') .

  22. Terrain Marking

  23. Our Architecture

  24. Overview Most action is • move the character's basepoint • play canned animations Some other possibilities • play sounds, particle effects, delete/add item, etc. Physics: ragdoll, euphoria, steering, lennard-jones Middle layer • Pathfinding

  25. Basic Animation Play one or more layered animations Move the basepoint Do a whole motion!

  26. Behaviors

  27. Steering

  28. Lennard- Jones Potential

  29. A* Open circles are in open set Filled circles are colored red to green by distance from start

  30. Our Architecture

  31. Action Selection

  32. Scripting Either use an existing 'friendly' language (Python and Lua are popular) or make one up Actor languages are often a good choice burying complexity in message passing

  33. HFSM

  34. 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_up

  35. Complications

  36. Behavior Trees

  37. Node Types

  38. Adjusting Long Term Play Genetic Algorithms Neural nets Random strategic alterations

  39. GOAL?

  40. PLAYER FUN

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