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 Dami á n Isla Bungie Studios. Halo. First person shooter for XBox Interesting sci-fi world Lots to do (combat, exploration, vehicles, weapons) Lots of decisions to make Slower-paced  More strategic in nature?. Allies Not terribly effective - PowerPoint PPT Presentation

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  • The Halo 2 AI In 10 Minutes or Less

    Damin IslaBungie Studios

  • HaloFirst person shooter for XBoxInteresting sci-fi worldLots to do (combat, exploration, vehicles, weapons)Lots of decisions to makeSlower-paced More strategic in nature?

  • 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

  • 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

  • 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

  • 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

  • What about Reasoning and Planning?Spatial ReasoningFiring point selection

    Path-planningA*Dynamic obstacle interaction

    but no concept-reasoning or action-planning

  • So in the endSecond-to-second decision-makingReactive in natureCloser to A-Life than classical AICloser to animal than to human intelligence