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Team Member AI in an FPS and Goal Oriented Action Planning

Team Member AI in an FPS and Goal Oriented Action Planning. Overview. Correct Positioning Correct Movement Correct Behavior Supporting the Player Implementation GOAP AIISC. Correct Positioning. Should not be in the players line of sight. Should not be in the players line of fire.

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Team Member AI in an FPS and Goal Oriented Action Planning

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  1. Team Member AI in an FPS and Goal Oriented Action Planning

  2. Overview • Correct Positioning • Correct Movement • Correct Behavior • Supporting the Player • Implementation • GOAP • AIISC

  3. Correct Positioning • Should not be in the players line of sight • Should not be in the players line of fire • Should be visible to the player • Should give player first opportunity to act • Positioning depends on body stance • Should move out of sight if possible

  4. Correct Positioning Continued

  5. Correct Movement • Find smallest angle to a clear view • Move away from the players current viewing direction • Proximity • Level of awareness and readiness to fire • Should use tactical strategies • Respect current context of the situation • Move at same speed as player

  6. Movement Continued

  7. Movement Continued

  8. Correct Behavior • Use cover if available • Selective firing • Reloading

  9. Supporting the Player • Capture the flag • Support player in every movement • Reporting • In face of danger • Taking orders • Protecting the player

  10. Player is the Most Important • Complement game play • Use similar weapons • Get choice of items after the player

  11. Implementation of Squad Tactics • Implementation Hierarchy • 1: Player • 2: Threat • 3: Environmental • 4: Team Manager

  12. Implementation Continued • Finding an Available NPC • O = # of enemies within range • Availability = (1+N)(1+O)(1+P)+(Q∞) • N = # of enemies in covering area • P = # of enemies threatening team • Q = Supporting team member (T/F) • Fire Staggering • Should not target same enemy • Team manager should change cover area

  13. GOAP(Goal Oriented Action Planning) • A decision making architecture that allows characters to decide not only what to do, but how to do it. • Not a commonly used technique in today’s games • Superior to more common techniques such as Finite State Machines (FSM) and Rule-based Systems (RBS).(AIISC)

  14. Why GOAP • Less repetitive than a FSM • Less predictable than FSM • Can adapt action to fit current situation • A better way to simulate intelligence

  15. Definitions • Goal: any condition that an agent wants to satisfy • Agent can have many goals A Initial state Goals C B A B C

  16. Definitions • Goal… • Only one goal active at any one time

  17. Sussman Anomaly www.csee.umbc.edu/471/lectures

  18. Definitions • Goal • Three categories of gaming goals • Relaxed • Investigative • Aggressive

  19. Definitions Cont • Goals are not hard coded and do not contain a plan • Plan: a sequence of actions that takes an agent from a starting state to a state that satisfies a goal • Action: a single step within a plan that make an agent do something • Actions have effect(s) and may have precondition(s)

  20. Benefits of GOAP • Characters can find alternate solutions to problems • Characters can handle dependencies that may not have been thought of at development time • Difficult to manage every possible situation • Characters do not have to use all possible actions (creates different behaviors)

  21. Implementing GOAP • Planner Search • World Representation • Planner Optimization

  22. Implementation Continued

  23. Implementation Continued

  24. AIISC • AI Interface Standards Committee • Their benefits • Modularity • Workflow • Gameplay • Would like to define an API that is appealing to game developers • Determine how real-time dynamic planning can be used in practice

  25. References • AI Game Programming Wisdom 2 • AI Game Programming Wisdom • The 2004 AIISC Report • Symbolic Representation of Game World State: Toward Real-Time Planning in Games

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