the gamedesigninitiative at cornell university Lecture 20 Optimizing Behavior
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1 Lecture 20
2 2
3 Review: Sense-Think-Act Sense: Perceive world Reading game state Example: enemy near? Think: Choose an action Often merged with sense Example: fight or flee Act: Update state Simple and fast Example: reduce health? 3
4 Recall: Sensing Performance Sensing may be slow! Consider all objects Example: morale n knights, n skeletons Knights fear skeletons Proportional to # seen Count skeletons in view O(n) to count skeletons O(n 2 ) for all units Time per tick 3 units 2 units 1 unit 4
5 Recall: Sensing Performance Sensing may be slow! Consider all objects Example: morale n knights, n skeletons Knights fear skeletons How Do We Make it Faster? Proportional to # seen Count skeletons in view O(n) to count skeletons O(n 2 ) for all units Time per tick 3 units 2 units 1 unit 5
6 Example: Collision Detection Naively O(n 2 ) for each object x: for each object y: if x not y and x, y collide: resolve collision of x, y Checks objects obviously far apart from each or 6
7 Example: Collision Detection Lab Optimization for each object x: put x into cell slot for each cell location: for each object x: for each object y: if x!= y and x, y collide: resolve collision 7
8 Similar Ideas Exist in AI Area of Interest Limit sensing range Only see what in range Used in targeting, stealth Works in both directions Nimbus: can see radius Aura: can be seen radius Can use cell optimization 8
9 Similar Ideas Exist in AI Area of Interest Limit sensing range Only see what in range Used in targeting, stealth Works in both directions Nimbus: can see radius Aura: can be seen radius Can use cell optimization 9
10 Area of Interest Management Thief Long Distance Focused View Motion Detection Peripheral Vision Short Distance 10
11 Problem with this Idea Cell-Based AI for each entity x: put x into cell slot for each cell location: for each entity x: incompatible Sense & Think NPC 1 NPC 2 NPC 1 for each entity y: if x can see y: Act NPC 2 add y to sense of x 11
12 Solution: Event Driven AI Finite State Machines Decision Trees Can support arbitrary (boolean) functions here test state 2 state 1 action test t f test 12
13 Solution: Event Driven AI Finite State Machines Decision Trees But we only want simple tests! +event event -event event t f action event Event: Precomputed result before AI thinking starts 13
14 Event: Encoded Sense Data Sight Event Type of entity seen sight Location of entity seen Sound Event sound Type of sound heard Direction of sound heard Smell Event smell Type of smell perceived Proximity of smell 14
15 Sense-Think-Act Revisited Sense Think Act Event Processor Behavior Controller Gameplay Controller Events Choices Outcomes 15
16 Example: Line-of-Sight Use Box2D for sensing Method raycast in World Provide a RayCastCallback Think inside callback Parameters are sense events Use this to choose an action Act in main update method Do after all physics done Ensures all thinking done 16
17 Communicating Sense Events 17
18 Communicating Sense Events First Hand LOS Sight & Sound 18
19 Communicating Sense Events First Hand LOS Sight & Sound First Hand LOS Sight & Sound 19
20 Communicating Sense Events First Hand LOS Sight & Sound First Hand LOS Sight & Sound Second Hand Sight & Sound 20
21 Communicating Sense Events First Hand LOS Sight & Sound First Hand LOS Sight & Sound Second Hand Sight & Sound? 21
22 Event Communication in LibGDX MessageDispatcher Send with dispatchmessage delay (0 if immediate) sender (can be null) target (null for subscribers) type (user defined int code) data (object, like Box2D) Subscribe with addlistener NPC to receive message Type (int) to subscribe to Telegram Stores event message Entries of dispatchmessage Except for delay value Preaggregated sense in data Received by Telegraph Interface for receiver Implemented by NPC One method: handlemessage 22
23 Event Communication in LibGDX MessageDispatcher Send with dispatchmessage delay (0 if immediate) sender (can be null) target (null for subscribers) type (user defined int code) data (object, like Box2D) Subscribe with addlistener NPC to receive message Type (int) to subscribe to Telegram Stores event message Entries of dispatchmessage Except for delay value Preaggregated sense in data Received by Telegraph Interface for receiver Implemented by NPC One method: handlemessage 23
24 Separation Allows Many Optimizations Sense Think Act Event Processor Behavior Controller Gameplay Controller Events Choices Outcomes 24
25 Compression: Aggregation Trees Slide courtesy of Dave Mark Number of Allies Strength of Allies Number of Enemies Strength of Enemies Proximity to Base My Health Proximity to Leader 25
26 Compression: Aggregation Trees Slide courtesy of Dave Mark Number of Allies Strength of Allies Number of Enemies Strength of Enemies Allied Strength Enemy Strength Proximity to Base My Health Proximity to Leader 26
27 Compression: Aggregation Trees Slide courtesy of Dave Mark Number of Allies Strength of Allies Number of Enemies Strength of Enemies Allied Strength Threat Ratio Enemy Strength Proximity to Base My Health Proximity to Leader 27
28 Compression: Aggregation Trees Slide courtesy of Dave Mark Number of Allies Strength of Allies Number of Enemies Strength of Enemies Allied Strength Threat Ratio Enemy Strength Proximity to Base My Health Proximity to Leader Urgency 28
29 Compression: Aggregation Trees Slide courtesy of Dave Mark Number of Allies Strength of Allies Number of Enemies Strength of Enemies Allied Strength Threat Ratio Enemy Strength Proximity to Base My Health Proximity to Leader Urgency My Morale 29
30 Compression: Aggregation Trees Slide courtesy of Dave Mark Number of Allies Strength of Allies Number of Enemies Strength of Enemies Allied Strength Threat Ratio Enemy Strength Proximity to Base My Health Proximity to Leader Urgency My Morale Retreat % 30
31 Compression: Aggregation Trees Slide courtesy of Dave Mark Number of Allies Strength of Allies Number of Enemies Strength of Enemies Allied Strength Enemy Strength My Health Proximity to Leader Threat Ratio Computable Urgency Proximity to Base My Morale independent of NPC Retreat % 31
32 Delegation: Tactical Managers Invisible NPC Assigned to NPC Group Both senses and thinks Tactical Manager Sends commands as events Applications Protecting special units Flanking NPC NPC NPC NPC Covering fire Leapfrogging advance 32
33 Protecting Special Units Slide courtesy of Dave Mark 33
34 Protecting Special Units Slide courtesy of Dave Mark 34
35 Protecting Special Units Slide courtesy of Dave Mark 35
36 Protecting Special Units Slide courtesy of Dave Mark 36
37 Protecting Special Units Slide courtesy of Dave Mark 37
38 Protecting Special Units Flanking!!! Slide courtesy of Dave Mark 38
39 Protecting Special Units Flanking!!! Slide courtesy of Dave Mark 39
40 Protecting Special Units Flanking!!! Slide courtesy of Dave Mark 40
41 Protecting Special Units Flanking!!! Slide courtesy of Dave Mark 41
42 Inversion: Influence Maps B A Slide courtesy of Dave Mark 42 Sensing & Perception
43 Inversion: Influence Maps Send events to grid to make heat map B A Slide courtesy of Dave Mark 43 Sensing & Perception
44 Inversion: Influence Maps NPC reacts to heat map B A Slide courtesy of Dave Mark 44 Sensing & Perception
45 Inversion: Influence Maps B A Slide courtesy of Dave Mark 45 Sensing & Perception
46 Inversion: Influence Maps B A Slide courtesy of Dave Mark 46 Sensing & Perception
47 Resource for Sense Optimization 47
48 A Final Observation for each entity x: for each entity y: if x senses y: output event Table 1 Table 2 Sensing is a database table join 48
49 These are all DB Optimizations Selection Pushing Aggregation Pushing Number of Allies Strength of Allies Number of Enemies Strength of Enemies Allied Strength Enemy Strength Threat Ratio 49
50 These are all DB Optimizations Data Normalization Query Rewriting Tactical Manager B A NPC NPC NPC NPC 50
51 And This is Where it All Began Scaling Games to Epic Proportions (SIGMOD 2007) Allow designers to write code naively as O(n 2 ) loop Use DB technology to optimize processing Requires that behaviors << NPCs NPCs have different state, but use similar scripts Each NPC is a tuple in database query Challenge: Making language user-friendly Requires major restrictions to language Similar issue with Microsoft LINQ 51
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