Artificial Intelligence for Games. Santa Clara University, 2012
|
|
- Silas Ross
- 5 years ago
- Views:
Transcription
1 Artificial Intelligence for Games Santa Clara University, 2012
2 Introduction Class 1
3 Artificial Intelligence for Games What is different Gaming stresses computing resources Graphics Engine Physics Engine Updates at fixed frame rates Need to keep AI simple or use a complicated time allocation scheme AI needs to look good, but not be good Human beings are likely to attribute intelligent behavior to inanimate objects whose functioning they do not understand
4 Attribution of Intelligence Simple things can look good Pac-Man 1979 Uses a simple state machine for the behavior of ghosts Each of the four ghosts moves in a straight line At a junction, they choose a route With a ghost-dependent likelihood: Go in the direction of the player Based on coordinates, no path finding Take a random route Users attribute intelligence to the ghosts
5 Attribution of Intelligence The four of them are programmed to set a trap, with Blinky leading the player into an ambush where the other three lie in wait. To give the game some tension, some clever AI was programmed into the game. The ghosts would group up, attack the player, then disperse. Each ghost has its own AI.
6 Attribution of Intelligence Complex things can look bad Herdy Gerdy 2002 for PS2 "Herdy Gerdy aims high and delivers little, easily placing it on the list of the PS2's worst games. Herdy Gerdy had herding as its concept Movement AI has problems Characters get caught in scenary Collision detection leads animals into areas where they get stuck
7 Attribution of Intelligence Complex things can look bad Black and White (2001) Successful game where players have to teach pets Possible to teach bad habits that cannot be unlearned Pets are incapable of performing simple tasks
8 Attribution of Intelligence Simple things can look good Shooter game: Enemy avatars home in on player Randomly make a side step Tester feed-back Appear to be anticipating shoots and save themselves
9 Attribution of Intelligence Perception Window Most interaction with avatars is for very short time Simple AI can be better Complex AI can be interpreted as stupid Example: Modeling a guard that has to be taken out Guard hears noise, turns away and goes to a corner Appears stupid Guard wants to turn on light Seems a good idea Guard will be shot dead before the player can see that his behavior is reasonably intelligent
10 Attribution of Intelligence Perception Window Changes in behavior are more obvious to players than behavior itself WoW: Monsters do not change behavior when players start killing them
11 Restrictions Speed and Memory
12 Restrictions Speed Limited by processor SIMD architecture MMX by Intel 1996 SSE by Intel (8 128b registers) with SSE extension by AMD (additional 8 128b registers) matched by SSE2 by Intel Uses parallel processing of data stored in large registers Multi-core architectures allow threading Problems of synchronization between cores Graphical Processing Units offload to graphics card
13 Restrictions Speed Need to manage carefully processing budget between various components during an update cycle Not all AI calculations need to be done in a single cycle
14 Restrictions Speed Has influence on programming style Virtual functions / polymorphism Indirection
15 Restrictions Memory Fetching from memory can take more time than recalculating Memory hierarchy Multi-level cache OO needs additional information with interacts with efficient cache OO needs additional information with interacts with efficient cache use Data coherency
16 Restrictions PC Inconsistent architectures Programming needs to detect feature support and speed and adjust Programming helped by API (e.g. DirectX) Introduction of scalable AI
17 Restrictions Consoles Seemingly simpler Much development for future (not yet completely defined) versions of the console Technical Requirement Checklist Console manufacturer places minimum standards Fixes frame rates, Allows AI budgets in millisecond precision Tend to over-emphasize graphics Difficult to translate AI to main processing unit
18 AI Engine
19 AI Engine Game engines Reusable platform for game types AI engine Example: Lucasarts SCUMM Script Creation Utility for Maniac Mansion 1987 abandoned in 1998 for GrimE
20 AI Engine World In nterface Execution Management Group AI Strategy Character AI Decision Making Movement Content Creation Scripting Animation Physics
21 Toolchains Gaming companies use tool chains for easy content creation Steering behavior Is easily parameterized and does not change between characters Use parameterization of characters instead of regenerating code Rule based systems Complicated systems Interface can use a programming like structure to define rules, input, and behavior
Artificial Intelligence
Artificial Intelligence Lecture 01 - Introduction Edirlei Soares de Lima What is Artificial Intelligence? Artificial intelligence is about making computers able to perform the
More informationINTRODUCTION TO GAME AI
CS 387: GAME AI INTRODUCTION TO GAME AI 3/31/2016 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2016/cs387/intro.html Outline Game Engines Perception
More informationLecture 1. CMPS 146, Fall Josh McCoy
Lecture 1 Josh McCoy Instructor and Teaching Assistant Joshua McCoy E2 261 Ofce Hours: MF 2-3p mccoyjo+cmps146@soe.ucsc.edu Bryan Blackford E2 393 Ofce Hours: TBD bblackfo@soe.ucsc.edu Course Book Artifcial
More informationCS 354R: Computer Game Technology
CS 354R: Computer Game Technology Introduction to Game AI Fall 2018 What does the A stand for? 2 What is AI? AI is the control of every non-human entity in a game The other cars in a car game The opponents
More informationCS 387/680: GAME AI DECISION MAKING. 4/19/2016 Instructor: Santiago Ontañón
CS 387/680: GAME AI DECISION MAKING 4/19/2016 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2016/cs387/intro.html Reminders Check BBVista site
More information2IOE0 Interactive Intelligent Systems
2IOE0 Interactive Intelligent Systems Huub van de Wetering TU/e edition 2018-Q1 Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems edition 2018-Q1 1 / 22 Introduction Course resources 1
More informationChapter 1:Object Interaction with Blueprints. Creating a project and the first level
Chapter 1:Object Interaction with Blueprints Creating a project and the first level Setting a template for a new project Making sense of the project settings Creating the project 2 Adding objects to our
More informationStrategic and Tactical Reasoning with Waypoints Lars Lidén Valve Software
Strategic and Tactical Reasoning with Waypoints Lars Lidén Valve Software lars@valvesoftware.com For the behavior of computer controlled characters to become more sophisticated, efficient algorithms are
More informationDesign task: Pacman. Software engineering Szoftvertechnológia. Dr. Balázs Simon BME, IIT
Design task: Pacman Software engineering Szoftvertechnológia Dr. Balázs Simon BME, IIT Outline CRC cards Requirements for Pacman CRC cards for Pacman Class diagram Dr. Balázs Simon, BME, IIT 2 CRC cards
More informationAll theory, no practice
RSS Feed Archive GameInternals All theory, no practice GameInternals aims to spread knowledge of interesting game mechanics beyond the game-specific enthusiast communities. Each post focuses on a specific
More informationCS 480: GAME AI TACTIC AND STRATEGY. 5/15/2012 Santiago Ontañón
CS 480: GAME AI TACTIC AND STRATEGY 5/15/2012 Santiago Ontañón santi@cs.drexel.edu https://www.cs.drexel.edu/~santi/teaching/2012/cs480/intro.html Reminders Check BBVista site for the course regularly
More informationIMGD 1001: Fun and Games
IMGD 1001: Fun and Games Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu Outline What is a Game? Genres What Makes a Good Game? 2 What
More informationToday s Topics. Video Game AI: Lecture 2 History of Game AI. Pong (1972) A selective history of video game AI
Today s Topics Video Game AI: Lecture 2 History of Game AI Nathan Sturtevant COMP 3705 Brief history of video game AI PacMan Discussion / Quiz Design What role do ghosts play? How could ghosts be changed?
More informationCS 387/680: GAME AI AI FOR FIRST-PERSON SHOOTERS
CS 387/680: GAME AI AI FOR FIRST-PERSON SHOOTERS 4/28/2014 Instructor: Santiago Ontañón santi@cs.drexel.edu TA: Alberto Uriarte office hours: Tuesday 4-6pm, Cyber Learning Center Class website: https://www.cs.drexel.edu/~santi/teaching/2014/cs387-680/intro.html
More informationPrinciples of Computer Game Design and Implementation. Lecture 29
Principles of Computer Game Design and Implementation Lecture 29 Putting It All Together Games are unimaginable without AI (Except for puzzles, casual games, ) No AI no computer adversary/companion Good
More informationWho Am I? Lecturer in Computer Science Programme Leader for the BSc in Computer Games Programming
Who Am I? Lecturer in Computer Science Programme Leader for the BSc in Computer Games Programming Researcher in Artificial Intelligence Specifically, investigating the impact and phenomena exhibited by
More informationIndividual Test Item Specifications
Individual Test Item Specifications 8208110 Game and Simulation Foundations 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the
More informationGame Artificial Intelligence ( CS 4731/7632 )
Game Artificial Intelligence ( CS 4731/7632 ) Instructor: Stephen Lee-Urban http://www.cc.gatech.edu/~surban6/2018-gameai/ (soon) Piazza T-square What s this all about? Industry standard approaches to
More information"!" - Game Modding and Development Kit (A Work Nearly Done) '08-'10. Asset Browser
"!" - Game Modding and Development Kit (A Work Nearly Done) '08-'10 Asset Browser Zoom Image WoW inspired side-scrolling action RPG game modding and development environment Built in Flash using Adobe Air
More informationA Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server
A Study of Optimal Spatial Partition Size and Field of View in Massively Multiplayer Online Game Server Youngsik Kim * * Department of Game and Multimedia Engineering, Korea Polytechnic University, Republic
More informationCreating Computer Games
By the end of this task I should know how to... 1) import graphics (background and sprites) into Scratch 2) make sprites move around the stage 3) create a scoring system using a variable. Creating Computer
More informationCS 680: GAME AI INTRODUCTION TO GAME AI. 1/9/2012 Santiago Ontañón
CS 680: GAME AI INTRODUCTION TO GAME AI 1/9/2012 Santiago Ontañón santi@cs.drexel.edu https://www.cs.drexel.edu/~santi/teaching/2012/cs680/intro.html CS 680 Focus: advanced artificial intelligence techniques
More informationAdjustable Group Behavior of Agents in Action-based Games
Adjustable Group Behavior of Agents in Action-d Games Westphal, Keith and Mclaughlan, Brian Kwestp2@uafortsmith.edu, brian.mclaughlan@uafs.edu Department of Computer and Information Sciences University
More informationProgram a Game Engine from Scratch. Chapter 1 - Introduction
Program a Game Engine from Scratch Mark Claypool Chapter 1 - Introduction This document is part of the book Dragonfly Program a Game Engine from Scratch, (Version 5.0). Information online at: http://dragonfly.wpi.edu/book/
More informationIndividual Test Item Specifications
Individual Test Item Specifications 8208120 Game and Simulation Design 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the content
More informationZ-Town Design Document
Z-Town Design Document Development Team: Cameron Jett: Content Designer Ryan Southard: Systems Designer Drew Switzer:Content Designer Ben Trivett: World Designer 1 Table of Contents Introduction / Overview...3
More informationExperiments with Learning for NPCs in 2D shooter
000 001 002 003 004 005 006 007 008 009 010 011 012 013 014 015 016 017 018 019 020 021 022 023 024 025 026 027 028 029 030 031 032 033 034 035 036 037 038 039 040 041 042 043 044 045 046 047 048 049 050
More informationArtificial Intelligence. Cameron Jett, William Kentris, Arthur Mo, Juan Roman
Artificial Intelligence Cameron Jett, William Kentris, Arthur Mo, Juan Roman AI Outline Handicap for AI Machine Learning Monte Carlo Methods Group Intelligence Incorporating stupidity into game AI overview
More informationGame Architecture. 4/8/16: Multiprocessor Game Loops
Game Architecture 4/8/16: Multiprocessor Game Loops Monolithic Dead simple to set up, but it can get messy Flow-of-control can be complex Top-level may have too much knowledge of underlying systems (gross
More informationArtificial Intelligence (AI) Artificial Intelligence Part I. Intelligence (wikipedia) AI (wikipedia) ! What is intelligence?
(AI) Part I! What is intelligence?! What is artificial intelligence? Nathan Sturtevant UofA CMPUT 299 Winter 2007 February 15, 2006 Intelligence (wikipedia)! Intelligence is usually said to involve mental
More informationBMOSLFGEMW: A Spectrum of Game Engine Architectures
BMOSLFGEMW: A Spectrum of Game Engine Architectures Adam M. Smith amsmith@soe.ucsc.edu CMPS 164 Game Engines March 30, 2010 What I m about to show you cannot be found in any textbook, on any website, on
More informationConsole Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you
Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you think ) Hi, I m Brian Currently a Software Architect at Zynga, and CTO of CastleVille Legends (for ios/android)
More informationCS Game Programming, Fall 2014
CS 38101 Game Programming, Fall 2014 Recommended Text Learn Unity 4 for ios Game Development, Philip Chu, 2013, Apress, ISBN-13 (pbk): 978-1-4302-4875-0 ISBN-13 (electronic): 978-1-4302-4876-7, www.apress.com.
More informationTutorial: Creating maze games
Tutorial: Creating maze games Copyright 2003, Mark Overmars Last changed: March 22, 2003 (finished) Uses: version 5.0, advanced mode Level: Beginner Even though Game Maker is really simple to use and creating
More informationFPS Assignment Call of Duty 4
FPS Assignment Call of Duty 4 Name of Game: Call of Duty 4 2007 Platform: PC Description of Game: This is a first person combat shooter and is designed to put the player into a combat environment. The
More informationCS 480: GAME AI DECISION MAKING AND SCRIPTING
CS 480: GAME AI DECISION MAKING AND SCRIPTING 4/24/2012 Santiago Ontañón santi@cs.drexel.edu https://www.cs.drexel.edu/~santi/teaching/2012/cs480/intro.html Reminders Check BBVista site for the course
More informationAI in Computer Games. AI in Computer Games. Goals. Game A(I?) History Game categories
AI in Computer Games why, where and how AI in Computer Games Goals Game categories History Common issues and methods Issues in various game categories Goals Games are entertainment! Important that things
More informationClass discussion. Play is the fundamental experience of games. This is what makes Combat and Journey engaging. Trying things out, seeing what happens, pretending to be something we re not, learning to
More informationInaction breeds doubt and fear. Action breeds confidence and courage. If you want to conquer fear, do not sit home and think about it.
Inaction breeds doubt and fear. Action breeds confidence and courage. If you want to conquer fear, do not sit home and think about it. Go out and get busy. -- Dale Carnegie Announcements AIIDE 2015 https://youtu.be/ziamorsu3z0?list=plxgbbc3oumgg7ouylfv
More informationWho am I? AI in Computer Games. Goals. AI in Computer Games. History Game A(I?)
Who am I? AI in Computer Games why, where and how Lecturer at Uppsala University, Dept. of information technology AI, machine learning and natural computation Gamer since 1980 Olle Gällmo AI in Computer
More informationProject 2: Searching and Learning in Pac-Man
Project 2: Searching and Learning in Pac-Man December 3, 2009 1 Quick Facts In this project you have to code A* and Q-learning in the game of Pac-Man and answer some questions about your implementation.
More informationPangolin: A Look at the Conceptual Architecture of SuperTuxKart. Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy
Pangolin: A Look at the Conceptual Architecture of SuperTuxKart Caleb Aikens Russell Dawes Mohammed Gasmallah Leonard Ha Vincent Hung Joseph Landy Abstract This report will be taking a look at the conceptual
More informationIMGD 1001: Fun and Games
IMGD 1001: Fun and Games by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu) Outline What is a Game? Genres What Makes a Good Game? Claypool and Lindeman, WPI, CS and IMGD 2 1 What
More informationEmbedding Artificial Intelligence into Our Lives
Embedding Artificial Intelligence into Our Lives Michael Thompson, Synopsys D&R IP-SOC DAYS Santa Clara April 2018 1 Agenda Introduction What AI is and is Not Where AI is being used Rapid Advance of AI
More informationthe gamedesigninitiative at cornell university Lecture 4 Game Components
Lecture 4 Game Components Lecture 4 Game Components So You Want to Make a Game? Will assume you have a design document Focus of next week and a half Building off ideas of previous lecture But now you want
More informationPropietary Engine VS Commercial engine. by Zalo
Propietary Engine VS Commercial engine by Zalo zalosan@gmail.com About me B.S. Computer Engineering 9 years of experience, 5 different companies 3 propietary engines, 2 commercial engines I have my own
More informationIntroduction to Game Design. Truong Tuan Anh CSE-HCMUT
Introduction to Game Design Truong Tuan Anh CSE-HCMUT Games Games are actually complex applications: interactive real-time simulations of complicated worlds multiple agents and interactions game entities
More informationGame Designers. Understanding Design Computing and Cognition (DECO1006)
Game Designers Understanding Design Computing and Cognition (DECO1006) Rob Saunders web: http://www.arch.usyd.edu.au/~rob e-mail: rob@arch.usyd.edu.au office: Room 274, Wilkinson Building Who are these
More informationArtificial Intelligence Paper Presentation
Artificial Intelligence Paper Presentation Human-Level AI s Killer Application Interactive Computer Games By John E.Lairdand Michael van Lent ( 2001 ) Fion Ching Fung Li ( 2010-81329) Content Introduction
More informationUSING A FUZZY LOGIC CONTROL SYSTEM FOR AN XPILOT COMBAT AGENT ANDREW HUBLEY AND GARY PARKER
World Automation Congress 21 TSI Press. USING A FUZZY LOGIC CONTROL SYSTEM FOR AN XPILOT COMBAT AGENT ANDREW HUBLEY AND GARY PARKER Department of Computer Science Connecticut College New London, CT {ahubley,
More informationCS Computer Game Design. Introduction. Ken Forbus Spring 2002
CS 395-22 Computer Game Design Introduction Ken Forbus Spring 2002 Who we are Instructor: Ken Forbus Teaching Assistant: Robin Hunicke Top 10 reasons to take Computer Game Design 10. Writing the great
More informationLike Mobile Games* Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape (for ios/android/kindle)
Console Games Are Just Like Mobile Games* (* well, not really. But they are more alike than you think ) Hi, I m Brian Currently a Distinguished i Engineer at Zynga, and CTO of FarmVille 2: Country Escape
More informationEnhancing Shipboard Maintenance with Augmented Reality
Enhancing Shipboard Maintenance with Augmented Reality CACI Oxnard, CA Dennis Giannoni dgiannoni@caci.com (805) 288-6630 INFORMATION DEPLOYED. SOLUTIONS ADVANCED. MISSIONS ACCOMPLISHED. Agenda Virtual
More informationRaven: An Overview 12/2/14. Raven Game. New Techniques in Raven. Familiar Techniques in Raven
Raven Game Raven: An Overview Artificial Intelligence for Interactive Media and Games Professor Charles Rich Computer Science Department rich@wpi.edu Quake-style death match player and opponents ( bots
More informationthe gamedesigninitiative at cornell university Lecture 23 Strategic AI
Lecture 23 Role of AI in Games Autonomous Characters (NPCs) Mimics personality of character May be opponent or support character Strategic Opponents AI at player level Closest to classical AI Character
More informationGame Maker Tutorial Creating Maze Games Written by Mark Overmars
Game Maker Tutorial Creating Maze Games Written by Mark Overmars Copyright 2007 YoYo Games Ltd Last changed: February 21, 2007 Uses: Game Maker7.0, Lite or Pro Edition, Advanced Mode Level: Beginner Maze
More informationSGD Simulation & Game Development Course Information
SGD Simulation & Game Development Course Information SGD-111_2006SP Introduction to SGD SGD-111 CIS Course ID S21240 This course provides students with an introduction to simulation and game development.
More informationBuilding a Better Battle The Halo 3 AI Objectives System
11/8/12 Building a Better Battle The Halo 3 AI Objectives System Damián Isla Bungie Studios 1 Big Battle Technology Precombat Combat dialogue Ambient sound Scalable perception Flocking Encounter logic
More information3D Top Down Shooter By Jonay Rosales González AKA Don Barks Gheist
3D Top Down Shooter By Jonay Rosales González AKA Don Barks Gheist This new version of the top down shooter gamekit let you help to make very adictive top down shooters in 3D that have made popular with
More informationGame demo First project with UE Tom Guillermin
Game demo Information page, videos and download links: https://www.tomsdev.com/ue zombinvasion/ Presentation Goal: kill as many zombies as you can. Gather boards in order to place defenses and triggers
More informationCS 480: GAME AI INTRODUCTION TO GAME AI. 4/3/2012 Santiago Ontañón https://www.cs.drexel.edu/~santi/teaching/2012/cs480/intro.
CS 480: GAME AI INTRODUCTION TO GAME AI 4/3/2012 Santiago Ontañón santi@cs.drexel.edu https://www.cs.drexel.edu/~santi/teaching/2012/cs480/intro.html CS 480 Focus: artificial intelligence techniques for
More informationLess is More: Designing Awesome AI. Dr. Kimberly Voll Game designer, software engineer & cognitive scientist
Less is More: Designing Awesome AI Dr. Kimberly Voll (@zanytomato) Game designer, software engineer & cognitive scientist HI. I m Kim. Let s be friends! zany I m a game dev I specialize in human perception
More informationVolume 4, Number 2 Government and Defense September 2011
Volume 4, Number 2 Government and Defense September 2011 Editor-in-Chief Managing Editor Guest Editors Jeremiah Spence Yesha Sivan Paulette Robinson, National Defense University, USA Michael Pillar, National
More informationINTELLIGENT GUIDANCE IN A VIRTUAL UNIVERSITY
INTELLIGENT GUIDANCE IN A VIRTUAL UNIVERSITY T. Panayiotopoulos,, N. Zacharis, S. Vosinakis Department of Computer Science, University of Piraeus, 80 Karaoli & Dimitriou str. 18534 Piraeus, Greece themisp@unipi.gr,
More informationAdd in a new ghost sprite, and a suitable stage backdrop.
Ghostbusters Introduction You are going to make a ghost-catching game! Step 1: Animating a ghost Activity Checklist Start a new Scratch project, and delete the cat sprite so that your project is empty.
More informationMulti-Robot Coordination. Chapter 11
Multi-Robot Coordination Chapter 11 Objectives To understand some of the problems being studied with multiple robots To understand the challenges involved with coordinating robots To investigate a simple
More informationResearch Article Games and Agents: Designing Intelligent Gameplay
International Journal of Computer Games Technology Volume 2009, Article ID 837095, 18 pages doi:10.1155/2009/837095 Research Article Games and Agents: Designing Intelligent Gameplay F. Dignum, 1 J. Westra,
More informationCS221 Project: Final Report Raiden AI Agent
CS221 Project: Final Report Raiden AI Agent Lu Bian lbian@stanford.edu Yiran Deng yrdeng@stanford.edu Xuandong Lei xuandong@stanford.edu 1 Introduction Raiden is a classic shooting game where the player
More informationLevel 3 Extended Diploma Unit 22 Developing Computer Games
Level 3 Extended Diploma Unit 22 Developing Computer Games Outcomes Understand the impact of the gaming revolution on society Know the different types of computer game Be able to design and develop computer
More informationJohn E. Laird. Abstract
From: AAAI Technical Report SS-00-02. Compilation copyright 2000, AAAI (www.aaai.org). All rights reserved. It Knows What You re Going To Do: Adding Anticipation to a Quakebot John E. Laird University
More informationCS 387/680: GAME AI TACTIC AND STRATEGY
CS 387/680: GAME AI TACTIC AND STRATEGY 5/12/2014 Instructor: Santiago Ontañón santi@cs.drexel.edu TA: Alberto Uriarte office hours: Tuesday 4-6pm, Cyber Learning Center Class website: https://www.cs.drexel.edu/~santi/teaching/2014/cs387-680/intro.html
More informationWelcome to the Early Beta and Thank You for Your Continued Support!
REFERENCE CARD Welcome to the Early Beta and Thank You for Your Continued Support! In addition to the information below, we ve recently added tutorial messages to the game. Remember to look for the in-game
More informationLevel 3 Extended Diploma Unit 22 Developing Computer Games
Level 3 Extended Diploma Unit 22 Developing Computer Games Outcomes Understand the impact of the gaming revolution on society Know the different types of computer game Be able to design and develop computer
More informationIMGD 1001: Programming Practices; Artificial Intelligence
IMGD 1001: Programming Practices; Artificial Intelligence Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu Outline Common Practices Artificial
More information26 Developing. computer games. Learning outcomes. Credit value: 10
Credit value: 10 26 Developing computer games The computer games industry has grown phenomenally over the past 30 years and we have now reached the stage where many households have a games console. Games
More information1.4. Artificial Stupidity: The Art of Intentional Mistakes. Lars Lidén.
1.4 Artificial Stupidity: The Art of Intentional Mistakes Lars Lidén larsliden@yahoo.com Everything should be made as simple as possible, but no simpler. Albert Einstein W hat makes a game entertaining
More informationDEVELOP-FPS: a First Person Shooter Development Tool for Rule-based Scripts
Special Issue on Intelligent Systems and Applications DEVELOP-FPS: a First Person Shooter Development Tool for Rule-based Scripts Bruno Correia, Paulo Urbano and Luís Moniz, Computer Science Department,
More informationThe Implementation of Artificial Intelligence and Machine Learning in a Computerized Chess Program
The Implementation of Artificial Intelligence and Machine Learning in a Computerized Chess Program by James The Godfather Mannion Computer Systems, 2008-2009 Period 3 Abstract Computers have developed
More informationGillian Smith.
Gillian Smith gillian@ccs.neu.edu CIG 2012 Keynote September 13, 2012 Graphics-Driven Game Design Graphics-Driven Game Design Graphics-Driven Game Design Graphics-Driven Game Design Graphics-Driven Game
More informationGlobal Artificial Intelligence (AI) Semiconductor Market: Size, Trends & Forecasts ( ) August 2018
Global Artificial Intelligence (AI) Semiconductor Market: Size, Trends & Forecasts (2018-2022) August 2018 Global Artificial Intelligence (AI) Semiconductor Market: Coverage Executive Summary and Scope
More informationIMGD 1001: Programming Practices; Artificial Intelligence
IMGD 1001: Programming Practices; Artificial Intelligence by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu) Outline Common Practices Artificial Intelligence Claypool and Lindeman,
More informationLevel 3 Extended Diploma Unit 22 Developing Computer Games
Level 3 Extended Diploma Unit 22 Developing Computer Games Outcomes LO1 Understand the impact of the gaming revolution on society LO2 Know the different types of computer game LO3 Be able to design and
More informationThe Double Helix: AI for Simulation & Gaming
The Double Helix: AI for Simulation & Gaming Roger Smith LLC (407) 977-3310 smithr@modelbenders.com 11November 2000 Page 1 Simulation = Games = Simulation 11November 2000 Page 2 Logical Layers of Simulations
More informationAn Overview of the Mimesis Architecture: Integrating Intelligent Narrative Control into an Existing Gaming Environment
An Overview of the Mimesis Architecture: Integrating Intelligent Narrative Control into an Existing Gaming Environment R. Michael Young Liquid Narrative Research Group Department of Computer Science NC
More informationStress Testing the OpenSimulator Virtual World Server
Stress Testing the OpenSimulator Virtual World Server Introduction OpenSimulator (http://opensimulator.org) is an open source project building a general purpose virtual world simulator. As part of a larger
More informationDesign Document for: Name of Game. One Liner, i.e. The Ultimate Racing Game. Something funny here! All work Copyright 1999 by Your Company Name
Design Document for: Name of Game One Liner, i.e. The Ultimate Racing Game Something funny here! All work Copyright 1999 by Your Company Name Written by Chris Taylor Version # 1.00 Thursday, September
More informationAutomatically Adjusting Player Models for Given Stories in Role- Playing Games
Automatically Adjusting Player Models for Given Stories in Role- Playing Games Natham Thammanichanon Department of Computer Engineering Chulalongkorn University, Payathai Rd. Patumwan Bangkok, Thailand
More informationCreating an Agent of Doom: A Visual Reinforcement Learning Approach
Creating an Agent of Doom: A Visual Reinforcement Learning Approach Michael Lowney Department of Electrical Engineering Stanford University mlowney@stanford.edu Robert Mahieu Department of Electrical Engineering
More informationG54GAM Coursework 2 & 3
G54GAM Coursework 2 & 3 Summary You are required to design and prototype a computer game. This coursework consists of two parts describing and documenting the design of your game (coursework 2) and developing
More informationLecture 1: Introduction and Preliminaries
CITS4242: Game Design and Multimedia Lecture 1: Introduction and Preliminaries Teaching Staff and Help Dr Rowan Davies (Rm 2.16, opposite the labs) rowan@csse.uwa.edu.au Help: via help4242, project groups,
More informationA FRAMEWORK FOR GAME TUNING
A FRAMEWORK FOR GAME TUNING Juan Haladjian, Frank Ziegler, Blagina Simeonova, Barbara Köhler, Paul Muntean, Damir Ismailović and Bernd Brügge Technische Universität München, Munich, Germany ABSTRACT The
More informationThe purpose of this document is to help users create their own TimeSplitters Future Perfect maps. It is designed as a brief overview for beginners.
MAP MAKER GUIDE 2005 Free Radical Design Ltd. "TimeSplitters", "TimeSplitters Future Perfect", "Free Radical Design" and all associated logos are trademarks of Free Radical Design Ltd. All rights reserved.
More informationThe Level is designed to be reminiscent of an old roman coliseum. It has an oval shape that
Staging the player The Level is designed to be reminiscent of an old roman coliseum. It has an oval shape that forces the players to take one path to get to the flag but then allows them many paths when
More informationLEARNABLE BUDDY: LEARNABLE SUPPORTIVE AI IN COMMERCIAL MMORPG
LEARNABLE BUDDY: LEARNABLE SUPPORTIVE AI IN COMMERCIAL MMORPG Theppatorn Rhujittawiwat and Vishnu Kotrajaras Department of Computer Engineering Chulalongkorn University, Bangkok, Thailand E-mail: g49trh@cp.eng.chula.ac.th,
More informationWHAT IS MINECRAFT? source:
WHAT IS MINECRAFT? Minecraft is a game where you dig (mine) and build (craft) different kinds of 3D blocks within a large world of varying terrains and habitats to explore. In this world the sun rises
More informationMission and Campaign Generator
Mission and Campaign Generator Games Workshop 1 Warhammer 40,000 V2.0 Mission and Campaign Generator 4 Mission Generator 4 Generate Mission Type 4 Choose Race 4 Generate Random Map 4 Choose Forces 5 Play
More informationRoboCup. Presented by Shane Murphy April 24, 2003
RoboCup Presented by Shane Murphy April 24, 2003 RoboCup: : Today and Tomorrow What we have learned Authors Minoru Asada (Osaka University, Japan), Hiroaki Kitano (Sony CS Labs, Japan), Itsuki Noda (Electrotechnical(
More informationProject Documentation for Zombie Trail
Project Documentation for Zombie Trail Requirements Basic Requirements of the Program o The program is designed to be a fully playable (the game will not crash, and the end goal of the game is reachable)
More informationSPACEYARD SCRAPPERS 2-D GAME DESIGN DOCUMENT
SPACEYARD SCRAPPERS 2-D GAME DESIGN DOCUMENT Abstract This game design document describes the details for a Vertical Scrolling Shoot em up (AKA shump or STG) video game that will be based around concepts
More informationGlobulation 2. Free software RTS game with a new take on micro-management
Globulation 2 Free software RTS game with a new take on micro-management http://www.globulation2.org Stéphane Magnenat with help and feedback from the community February 23, 2008 Acknowledgements Thanks
More information