CSCE 552 Fall 2012 Inverse Kinematics & AI By Jijun Tang.

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CSCE 552 Fall 2012 Inverse Kinematics & AI By Jijun Tang

Transcript of CSCE 552 Fall 2012 Inverse Kinematics & AI By Jijun Tang.

Page 1: CSCE 552 Fall 2012 Inverse Kinematics & AI By Jijun Tang.

CSCE 552 Fall 2012

Inverse Kinematics & AI

By Jijun Tang

Page 2: CSCE 552 Fall 2012 Inverse Kinematics & AI By Jijun Tang.

Example

Allowedelbowposition

Shoulder

Wrist

Disallowedelbowposition

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Game Agents

May act as an Opponent Ally Neutral character

Continually loops through the

Sense-Think-Act cycle Optional learning or remembering step

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Sense-Think-Act Cycle:Sensing

Agent can have access to perfect information of the game world May be expensive/difficult to tease out useful info Players cannot

Game World Information Complete terrain layout Location and state of every game object Location and state of player

But isn’t this cheating???

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Sensing:Human Vision Model for Agents

Get a list of all objects or agents; for each:1. Is it within the viewing distance of the agent?

How far can the agent see? What does the code look like?

2. Is it within the viewing angle of the agent? What is the agent’s viewing angle? What does the code look like?

3. Is it unobscured by the environment? Most expensive test, so it is purposely last What does the code look like?

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Sensing:Human Hearing Model

Human can hear sounds Human can recognize sounds and

knows what emits each sound Human can sense volume and indicates

distance of sound Human can sense pitch and location

Sounds muffled through walls have more bass

Where sound is coming from

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Sensing:Modeling Hearing Efficiently

Event-based approach When sound is emitted, it alerts

interested agents Observer pattern

Use distance and zones to determine how far sound can travel

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Sensing:Communication

Agents might talk amongst themselves! Guards might alert other guards Agents witness player location and spread

the word Model sensed knowledge through

communication Event-driven when agents within vicinity of

each other

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Sensing:Reaction Times

Agents shouldn’t see, hear, communicate instantaneously

Players notice! Build in artificial reaction times

Vision: ¼ to ½ second Hearing: ¼ to ½ second Communication: > 2 seconds

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Sense-Think-Act Cycle: Thinking

Sensed information gathered Must process sensed information Two primary methods

Process using pre-coded expert knowledge

Use search to find an optimal solution

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Finite-state machine (FSM)

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Production systems

Consists primarily of a set of rules about behavior

Productions consist of two parts: a sensory precondition (or "IF" statement) and an action (or "THEN")

A production system also contains a database about current state and knowledge, as well as a rule interpreter

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Decision trees

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Logical inference

Process of derive a conclusion solely based on what one already knows

Prolog (programming in logic)

mortal(X) :- man(X). man(socrates).

?- mortal(socrates). Yes

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Sense-Think-Act Cycle:Acting

Sensing and thinking steps invisible to player

Acting is how player witnesses intelligence Numerous agent actions, for example:

Change locations Pick up object Play animation Play sound effect Converse with player Fire weapon

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Learning

Remembering outcomes and generalizing to future situations

Simplest approach: gather statistics If 80% of time player attacks from left Then expect this likely event

Adapts to player behavior

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Remembering

Remember hard facts Observed states, objects, or players Easy for computer

Memories should fade Helps keep memory requirements lower Simulates poor, imprecise, selective human

memory For example

Where was the player last seen? What weapon did the player have? Where did I last see a health pack?

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Making Agents Stupid

Sometimes very easy to trounce player Make agents faster, stronger, more accurate Challenging but sense of cheating may

frustrate the player Sometimes necessary to dumb down

agents, for example: Make shooting less accurate Make longer reaction times Engage player only one at a time Change locations to make self more vulnerable

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Common Game AI Techniques

A* Pathfinding Command Hierarchy Dead Reckoning Emergent Behavior Flocking Formations Influence Mapping …

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A* Pathfinding

Directed search algorithm used for finding an optimal path through the game world

Used knowledge about the destination to direct the search

A* is regarded as the best Guaranteed to find a path if one exists Will find the optimal path Very efficient and fast

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Command Hierarchy

Strategy for dealing with decisions at different levels From the general down to the foot soldier

Modeled after military hierarchies General directs high-level strategy Foot soldier concentrates on combat

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US Military Chain of Command

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Dead Reckoning

Method for predicting object’s future position based on current position, velocity and acceleration

Works well since movement is generally close to a straight line over short time periods

Can also give guidance to how far object could have moved

Example: shooting game to estimate the leading distance

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Emergent Behavior

Behavior that wasn’t explicitly programmed

Emerges from the interaction of simpler behaviors or rules Rules: seek food, avoid walls Can result in unanticipated individual or

group behavior

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Flocking

Example of emergent behavior Simulates flocking birds, schooling fish Developed by Craig Reynolds: 1987

SIGGRAPH paper Three classic rules

1. Separation – avoid local flockmates2. Alignment – steer toward average

heading3. Cohesion – steer toward average position

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Formations

Group movement technique Mimics military formations Similar to flocking, but actually distinct

Each unit guided toward formation position Flocking doesn’t dictate goal positions Need a leader

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Flocking/Formation

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Influence Mapping

Method for viewing/abstracting distribution of power within game world

Typically 2D grid superimposed on land Unit influence is summed into each grid cell

Unit influences neighboring cells with falloff Facilitates decisions

Can identify the “front” of the battle Can identify unguarded areas Plan attacks Sim-city: influence of police around the city

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Mapping Example

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Level-of-Detail AI

Optimization technique like graphical LOD Only perform AI computations if player will

notice For example

Only compute detailed paths for visible agents Off-screen agents don’t think as often

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Manager Task Assignment

Manager organizes cooperation between agents Manager may be invisible in game Avoids complicated negotiation and

communication between agents Manager identifies important tasks and

assigns them to agents For example, a coach in an AI football team

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Obstacle Avoidance

Paths generated from pathfinding algorithm consider only static terrain, not moving obstacles

Given a path, agent must still avoid moving obstacles Requires trajectory prediction Requires various steering behaviors

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Scripting

Scripting specifies game data or logic outside of the game’s source language

Scripting influence spectrumLevel 0: Everything hardcoded

Level 1: Data in files specify stats/locations

Level 2: Scripted cut-scenes (non-interactive)

Level 3: Lightweight logic, like trigger system

Level 4: Heavy logic in scripts

Level 5: Everything coded in scripts

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Example

Amit [to Steve]: Hello, friend! Steve [nods to Bryan]: Welcome to CGDC. [Amit exits left.]

Amit.turns_towards(Steve); Amit.walks_within(3); Amit.says_to(Steve, "Hello, friend!"); Amit.waits(1); Steve.turns_towards(Bryan); Steve.walks_within(5); Steve.nods_to(Bryan); Steve.waits(1); Steve.says_to(Bryan, "Welcome to CGDC."); Amit.waits(3); Amit.face_direction(DIR_LEFT); Amit.exits();

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Scripting Pros and Cons

Pros Scripts changed without recompiling game Designers empowered Players can tinker with scripts

Cons More difficult to debug Nonprogrammers required to program Time commitment for tools

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State Machine

Most common game AI software pattern Set of states and transitions, with only one

state active at a time Easy to program, debug, understand

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Stack-Based State Machine

Also referred to as push-down automata

Remembers past states Allows for diversions, later returning to

previous behaviors

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Example

Player escapes in combat, pop Combat off, goes to search; if not find the player, pop Search off, goes to patrol, …

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Subsumption Architecture

Popularized by the work of Rodney Brooks Separates behaviors into concurrently running

finite-state machines Well suited for character-based games where

moving and sensing co-exist Lower layers

Rudimentary behaviors (like obstacle avoidance) Higher layers

Goal determination and goal seeking Lower layers have priority

System stays robust

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Example

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Terrain Analysis

Analyzes world terrain to identify strategic locations

Identify Resources Choke points Ambush points Sniper points Cover points

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Terrain:Height Field Landscape

T o p - D o wn Vie w

P e r sp e c t iv e Vie w

T o p - D o wn Vie w ( h e igh t s a dde d)

P e r sp e c t iv e Vie w ( h e igh t s a dde d)

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Locate Triangle on Height Field

Q

R

Q

Q z > Q x

Q z < = Q x

z

x

R z > 1 - R x

R z < = 1 - R x

R

Essentially a 2D problem

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Locate Point on Triangle

Plane equation: A, B, C are the x, y, z components of

the triangle plane’s normal vector Where

with one of the triangles

vertices being Giving:

0 DCzByAx

0PND

0P

00 PNNNN zyx zyx

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Locate Point on Triangle-cont’d

The normal can be constructed by taking the cross product of two sides:

Solve for y and insert the x and z components of Q, giving the final equation for point within triangle:

0201 PPPPN

y

zzxxy N

PNQNQNQ 0

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Treating Nonuniform Polygon Mesh

Hard to detect the triangle where the point lies in

Using Triangulated Irregular Networks (TINs)

Barycentric Coordinates

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Barycentric Coordinates

Even with complex data structure, we still have to test each triangle (in a sub region) to see if the point lies in it

Using Barycentric Coordinates to do the test

P 1

P 2

P 0

Q

P o in t = w 0P 0 + w 1P 1 + w 2P 2

Q = ( 0 )P 0 + ( 0 .5 )P 1 + ( 0 .5 )P 2

R = ( 0 .3 3 )P 0 + ( 0 .3 3 )P 1 + ( 0 .3 3 )P 2R

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Locate Point on Triangle Using Barycentric Coordinates

Calculate barycentric coordinates for point Q in a triangle’s plane

If any of the weights (w0, w1, w2) are negative, then the point Q does not lie in the triangle

2

1

2121

212

22

212

22

12

1 1

VS

VS

VV

VV

VV V

V

VVw

w

022

011

0

PPV

PPV

PQS

210 1 www

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Trigger System

Highly specialized scripting system Uses if/then rules

If condition, then response Simple for designers/players to

understand and create More robust than general scripting Tool development simpler than general

scripting

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Promising AI Techniques

Show potential for future Generally not used for games

May not be well known May be hard to understand May have limited use May require too much development time May require too many resources

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Bayesian Networks

Performs humanlike reasoning when faced with uncertainty

Potential for modeling what an AI should know about the player Alternative to cheating

RTS Example AI can infer existence or nonexistence of

player build units

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Example

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Blackboard Architecture

Complex problem is posted on a shared communication space Agents propose solutions Solutions scored and selected Continues until problem is solved

Alternatively, use concept to facilitate communication and cooperation

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Decision Tree Learning

Constructs a decision tree based on observed measurements from game world

Best known game use: Black & White Creature would learn and form

“opinions” Learned what to eat in the world based

on feedback from the player and world

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Filtered Randomness

Filters randomness so that it appears random to players over short term

Removes undesirable events Like coin coming up heads 8 times in a row

Statistical randomness is largely preserved without gross peculiarities

Example: In an FPS, opponents should randomly spawn

from different locations (and never spawn from the same location more than 2 times in a row).

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Genetic Algorithms

Technique for search and optimization that uses evolutionary principles

Good at finding a solution in complex or poorly understood search spaces

Typically done offline before game ships Example:

Game may have many settings for the AI, but interaction between settings makes it hard to find an optimal combination

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Flowchat

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N-Gram Statistical Prediction

Technique to predict next value in a sequence

In the sequence 18181810181, it would predict 8 as being the next value

Example In street fighting game, player just did

Low Kick followed by Low Punch Predict their next move and expect it

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Neural Networks

Complex non-linear functions that relate one or more inputs to an output

Must be trained with numerous examples Training is computationally expensive making

them unsuited for in-game learning Training can take place before game ships

Once fixed, extremely cheap to compute

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Example

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Planning

Planning is a search to find a series of actions that change the current world state into a desired world state

Increasingly desirable as game worlds become more rich and complex

Requires Good planning algorithm Good world representation Appropriate set of actions

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Player Modeling

Build a profile of the player’s behavior Continuously refine during gameplay Accumulate statistics and events

Player model then used to adapt the AI Make the game easier: player is not good at

handling some weapons, then avoid Make the game harder: player is not good at

handling some weapons, exploit this weakness

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Production (Expert) Systems

Formal rule-based system Database of rules Database of facts Inference engine to decide which rules trigger –

resolves conflicts between rules Example

Soar used experiment with Quake 2 bots Upwards of 800 rules for competent opponent

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Reinforcement Learning

Machine learning technique Discovers solutions through trial and

error Must reward and punish at appropriate

times Can solve difficult or complex problems

like physical control problems Useful when AI’s effects are uncertain

or delayed

Page 65: CSCE 552 Fall 2012 Inverse Kinematics & AI By Jijun Tang.

Reputation System

Models player’s reputation within the game world

Agents learn new facts by watching player or from gossip from other agents

Based on what an agent knows Might be friendly toward player Might be hostile toward player

Affords new gameplay opportunities “Play nice OR make sure there are no

witnesses”

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Smart Terrain

Put intelligence into inanimate objects Agent asks object how to use it: how to

open the door, how to set clock, etc Agents can use objects for which they

weren’t originally programmed for Allows for expansion packs or user created

objects, like in The Sims Enlightened by Affordance Theory

Objects by their very design afford a very specific type of interaction

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Speech Recognition

Players can speak into microphone to control some aspect of gameplay

Limited recognition means only simple commands possible

Problems with different accents, different genders, different ages (child vs adult)

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Text-to-Speech

Turns ordinary text into synthesized speech Cheaper than hiring voice actors Quality of speech is still a problem

Not particularly natural sounding Intonation problems Algorithms not good at “voice acting”: the mouth

needs to be animated based on the text Large disc capacities make recording human

voices not that big a problem No need to resort to worse sounding solution

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Weakness Modification Learning

General strategy to keep the AI from losing to the player in the same way every time

Two main steps1. Record a key gameplay state that precedes a

failure

2. Recognize that state in the future and change something about the AI behavior AI might not win more often or act more intelligently,

but won’t lose in the same way every time Keeps “history from repeating itself”

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Artificial Intelligence: Pathfinding

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PathPlannerApp Demo

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Representing the Search Space

Agents need to know where they can move Search space should represent either

Clear routes that can be traversed Or the entire walkable surface

Search space typically doesn’t represent: Small obstacles or moving objects

Most common search space representations: Grids Waypoint graphs Navigation meshes

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Grids

2D grids – intuitive world representation Works well for many games including

some 3D games such as Warcraft III Each cell is flagged

Passable or impassable Each object in the world can occupy

one or more cells

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Characteristics of Grids

Fast look-up Easy access to neighboring cells Complete representation of the level

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Waypoint Graph

A waypoint graph specifies lines/routes that are “safe” for traversing

Each line (or link) connects exactly two waypoints

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Characteristicsof Waypoint Graphs

Waypoint node can be connected to any number of other waypoint nodes

Waypoint graph can easily represent arbitrary 3D levels

Can incorporate auxiliary information Such as ladders and jump pads Radius of the path

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Navigation Meshes

Combination of grids and waypoint graphs Every node of a navigation mesh represents

a convex polygon (or area) As opposed to a single position in a waypoint

node Advantage of convex polygon

Any two points inside can be connected without crossing an edge of the polygon

Navigation mesh can be thought of as a walkable surface

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Navigation Meshes (continued)

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Computational Geometry

CGAL (Computational Geometry Algorithm Library)

Find the closest phone Find the route from point A to B Convex hull

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Example—No Rotation

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Space Split

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Resulted Path

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Improvement

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Example 2—With Rotation

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Example 3—Visibility Graph