Dude, wheres my Warthog? From Pathfinding to General Spatial Competence Damián Isla Bungie Studios.
The Halo 2 AI In 10 Minutes or Less Dami á n Isla Bungie Studios
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Transcript of The Halo 2 AI In 10 Minutes or Less Dami á n Isla Bungie Studios
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The Halo 2 AI In 10 Minutes or Less
Damin IslaBungie Studios
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HaloFirst person shooter for XBoxInteresting sci-fi worldLots to do (combat, exploration, vehicles, weapons)Lots of decisions to makeSlower-paced More strategic in nature?
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The AIAlliesNot terribly effectiveKid brothers~10 seconds or ~30 minutesEnemiesLarge varietyClear behavioral patterns for the player to learn and exploit4 - 30 second lifespansSingle-player campaign only (no multiplayer)Character-based
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The I in AIPerception and world-modelingEach AI maintains mental world modelInternal mental object-state updated according to perceivability via the senses (e.g., line of sight, sound events, etc.)Perception sharing (via explicit communication)BehaviorTake cover when taking damageUncover hidden enemiesUse vehicles when appropriateJoint behaviorsSkillsUse weapons appropriatelyDrive vehiclesNavigate the environment
Strongly agent-based approach
Strategy controlled through scriptingBehave
Sense
Plan
Act
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BehaviorDecision-making: Behavior DAG (HFSM)
Behavior: a program that takes temporary control of the actor in order to get something done.
GoodIntuitiveModularScalable (more IS better)
BadMemory is hardDebugging is hardNever really that simple
Root
Self-preservation
Engage
Search
Charge
Fight
Guard
Grenade
Cover
Presearch
Uncover
Guard
Grenade
Vehicle
Investigate
Suppressing fire
Grenade
Postcombat
Shoot corpse
Check corpse
Idle
Guard
Moving, aiming, shooting, animation
Perception and World Modeling
Object states, events
Orders
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An ethological interludeBaerends, The Functional Organization of Behavior, 1976
Root
Self-preservation
Engage
Search
Charge
Fight
Guard
Grenade
Cover
Presearch
Uncover
Guard
Grenade
Vehicle
Investigate
Suppressing fire
Grenade
Postcombat
Shoot corpse
Check corpse
Idle
Guard
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What about Reasoning and Planning?Spatial ReasoningFiring point selection
Path-planningA*Dynamic obstacle interaction
but no concept-reasoning or action-planning
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So in the endSecond-to-second decision-makingReactive in natureCloser to A-Life than classical AICloser to animal than to human intelligence