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3 States and a Plan: The AI of F.E.A.R.

3 States and a Plan: The AI of F.E.A.R. Jeff Orkin Monolith Productions/ MIT Media Lab. Survey Says!. Survey Says!. FSM: 3 States. FSM: 3 States. FSM: 3 States. FSM: 2 States!. FSM: Transition Logic. void StateAttack::Update() { //... if( Ammo == 0 ) { pState = Reload(bCrouch);

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3 States and a Plan: The AI of F.E.A.R.

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  1. 3 States and a Plan:The AI of F.E.A.R. Jeff Orkin Monolith Productions/ MIT Media Lab

  2. Survey Says!

  3. Survey Says!

  4. FSM: 3 States

  5. FSM: 3 States

  6. FSM: 3 States

  7. FSM: 2 States!

  8. FSM: Transition Logic void StateAttack::Update() { //... if( Ammo == 0 ) { pState = Reload(bCrouch); return; } //... }

  9. Shogo, 1998

  10. No One Lives Forever, 2000

  11. F.E.A.R., 2005

  12. Halo 2, 2004Allowable behaviors for infantry, drivers, and passengers

  13. FSM vs Planning FSM Planning - How - What

  14. FSM vs Planning FSM Planning - How - What - Procedural - Declarative

  15. Motivation

  16. Here’s the Plan: • STRIPS Planning Overview • Planning in F.E.A.R. • Differences from STRIPS • Squad Behaviors & Communication • Beyond F.E.A.R.

  17. What is Planning? • Planning is a formalized process of searching for sequence of actions to satisfy a goal. • Process is called “Plan Formulation.”

  18. STRIPS Planning …in a nutshell

  19. STRIPS Planning STRIPS = STanford Research Institute Problem Solver

  20. STRIPS Planning • STRIPS Goal: Desired state of the world to reach. • STRIPS Actions: • Preconditions • Effects

  21. States

  22. States: FSM Attack Search

  23. States: Planning Represented as a logical sentence: AtLocation(Home) ^ Wearing(Tie) Represented as a vector: (AtLocation, Wearing) = (Home, Tie)

  24. States: Planning Example: Lemonade Stand (weather, #lemons, $$ )= ( , , ) or ( , , )

  25. STRIPS Planning Example

  26. STRIPS Planning Example

  27. STRIPS Planning Example

  28. STRIPS Planning Example

  29. STRIPS Planning Example

  30. STRIPS Planning Example State: (phone#, recipe, hungry?) Goal: ( -- , -- , NO ) ( , -- ,YES) ( , -- ,NO ) ( -- , ,YES) ( -- , ,NO )

  31. STRIPS Planning Example State: (phone#, recipe, hungry?) Goal: ( -- , -- , NO ) ( , ,NO ) ( , ,YES) ( , ,NO )

  32. STRIPS Planning Example

  33. STRIPS Planning Example State: (phone#, recipe, hungry?) Action Preconditions: ( , -- , -- ) Effects: Delete List: Hungry( YES ) Add List: Hungry( NO )

  34. STRIPS Planning Example State: (phone#, recipe, hungry?) Action Preconditions: ( , -- , -- ) Effects: Hungry( NO ) Hungry( YES ) ^ Hungry( NO )

  35. STRIPS Planning Example Action: Buy( object ) Preconditions: ( -- ) Effects: Delete List: -- Add List: Own( object ) Own( ) ^ Own( ) ^ Own( )

  36. STRIPS Planning Example

  37. STRIPS Planning Example

  38. STRIPS Planning Example

  39. STRIPS Planning Example

  40. STRIPS Planning Example

  41. FPS Statistics Average lifespan of FPS enemy AI:

  42. FPS Statistics Average lifespan of FPS enemy AI: 12.23 seconds

  43. FPS Statistics Average lifespan of FPS enemy AI: 12.23 seconds Number of enemy AI who die in FPS’s per day:

  44. FPS Statistics Average lifespan of FPS enemy AI: 12.23 seconds Number of enemy AI who die in FPS’s per day: 19,789,203

  45. FPS Statistics Sally Struthers says “Save the AI!”

  46. Here’s the Plan: • STRIPS Planning Overview • Planning in F.E.A.R. • Differences from STRIPS • Squad Behaviors & Communication • Beyond F.E.A.R.

  47. Design Philosophy Designer’s job is: Create environments that allow AI to showcase their behaviors. Designer’s job is NOT: Script behavior of individual AI.

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