AI Week 5

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AI Week 5 GAM 224

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AI Week 5. GAM 224. Outline. Announcements Final Project Demos Discussion Break Lecture AI Narrative. Announcements. Advising week Game assignments available Readings reorganized a little for the new book. Final Project. Game concept document Parts Game overview Mechanics - PowerPoint PPT Presentation

Transcript of AI Week 5

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AIWeek 5

GAM 224

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Outline

Announcements Final Project Demos Discussion Break Lecture

AINarrative

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Announcements

Advising week Game assignments available Readings

reorganized a little for the new book

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Final Project

Game concept document Parts

Game overviewMechanicsResourcesCharacters and StorySample Level

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Final Project 2

Team project3 or 4 membersgroup authorship of overvieweach member will be primary author of

one other section

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Final Project 3

4 Milestones 2/7 (next week)

Sort 9-12 game ideas Adopt game idea

2/21 Design overview draft (3-4 pages) Describe gameplay, context, key features. Why would someone want to play it?

2/28 Resource inventory

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Homework #2

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Demos

Final Fantasy Tactics (Miranda) Paper Mario (Bubon) Fable (Summers) Tales of Symphonia (Ballerini)

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AI

"Physics" of non-player characterssimulating the opponentsimulating other characters

In some games it is the whole pointclassic strategySims

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Artificial Intelligence

Broad field of study1950s: how to make computers think

like people Now

how to make computers less stupid

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Game AI

Uses very little from AI researchtoo slowfocused on different problems

Main issue"planning"

• how to get characters to act believably

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Planning

A planning problemCurrent stateEnd stateKnown operations

• preconditions• postconditions

Construct a sequence of operations to transform

current state to end state

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Example

Current state player is alive

End state player is dead

Known operations move around use machete

• precondition: must be near target• postcondition: target is dead

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Means-ends analysis

Work backwards from desired goal to current state

Exampleto use machete, must be near playerto get near player, moveetc.

Problemthe world changes all the time

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Modern planning

Much more complex Integration of

actingsensingchoosingprioritizingetc.

Overkill for games

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Typical game AI tasks

Character behaviorsusually scripted actions

Route findingmany games

Resource managementin strategy games

Modeling character relationshipsin some RPGs, some strategy games

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Goals for AI

Provide player with challenge Make a good game experience May go against "intelligence"

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Issues

Simulate or script?as in physics

Opponent should not make obvious errors

Opponent should not be totally predictable

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Example

Simulation when player is firing, construct a line-of-sight map

from player's position. Find area outside of line-of-site especially if it is large and close

Script have predefined "hiding" zones when attacked go to the nearest location

In-between have predefined "hiding" zones calculate which is in the line-of-sight go to closest re-evaluate line-of-sight and move

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AI in design

Not too smart Don't set expectations too high Game play is more important

Not too dumb Must cover minimum player expectations

Compensate Level design Resource advantages

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Action / Adventure

Demo Lange: Splinter Cell: Pandora Tomorrow Ingebrigsten: Grand Theft Auto: San Andreas Pollard: Metal Gear Solid 3 Hahn: Grim Fandango Abero: Prince of Persia: Sands of Time

Non-demo Entin: Myst Reedy: Thief: Deadly Shadows Devlin: The Suffering Rojas: Prince of Persia: Warrior Within Riordan: Grand Theft Auto III