CS 387/680: GAME AI AI FOR FIRST-PERSON SHOOTERS
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1 CS 387/680: GAME AI AI FOR FIRST-PERSON SHOOTERS 4/28/2014 Instructor: Santiago Ontañón TA: Alberto Uriarte office hours: Tuesday 4-6pm, Cyber Learning Center Class website:
2 Reminders Check BBVista site for the course regularly Also: Deadline for people doing Project 2 today!. Submission available via learn.drexel.edu Any questions? Deadline for project 3 next week. Any questions? Midterm
3 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
4 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
5 First-Person Shooters We all know what a FPS is. But do you know which one was the first?
6 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
7 AI Requirements in FPS The two basic needs in all FPS are: Movement Firing With those two you can already have a basic FPS running like: Wolfenstein 3D (for which you most likely only need movement, since there are no projectiles, and thus firing is just line-of-sight testing) Doom But you need way more than that for a modern FPS!
8 AI Requirements in FPS In Modern FPS you don t expect: Enemies to get stuck behind a wall (enemies in old games like Wolfenstein do) To stand still while you kill their comrades (they do in Wolfenstein and Doom!) To be trapped just because you closed a door! To move independently of each other etc.
9 AI Requirements in FPS Perception Movement and Firing Pathfinding Decision Making Group Control Camera Control Drama Management
10 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
11 Perception The base of all Game AI is a good perception module If perception is properly designed, the cost of building the rest of the AI can be significantly reduced In FPS games perception needs to handle mainly: Line-of-sight checks Proximity checks Easy access to distance to point and path to point calculations for tactical AI Recall week 1 on perception (games like Metal Gear, or Commandos )
12 Game Engine Character AI Game State Rendering Collision Physics Input User
13 Game Engine Character AI Game State Rendering World Interface (perception) Collision Physics Input User
14 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
15 Movement and Firing Movement is typically done with a combination of Steering Behaviors and animation managers: Coordinating the animation of the 3D model of a character with its movement is sometimes complex: Blend predefined animations (e.g. from Maya) with dynamic ones (aim) Firing is important in modern games: Doom doesn t have any firing management: enemies have PERFECT aim. They solve it by making the bullets very slow Modern games have aim models: Enemies miss They miss in a place where the player can see the bullet (show off your AI!) First shot it typically a miss (to inform the player that there is an enemy there)
16 Game Engine Character AI Game State Rendering World Interface (perception) Collision Physics Movement Firing Input User
17 Game Engine Character AI Game State Rendering World Interface (perception) Collision Physics Movement Firing At this point we already have the AI for Wolfenstein 3D Input User (It had no pathfinding)
18 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
19 Path-finding Not all enemies are given path-finding capabilities: Path-finding makes characters look smart, the ones that should not look smart do not have path-finding Representation of the navigation graph: Navigation meshes is the most popular (as I mentioned it some weeks ago, I don t think it s the best choice) Embedded navigation: Annotate links in the navigation graph with the action require to traverse it (walk, crawl, climb, open door, etc.) Characters look smart knowing they have to perform those actions, but it s all hand annotated or precomputed
20 Game Engine Character AI Game State Rendering Path-finding World Interface (perception) Collision Physics Movement Firing Input User
21 Game Engine Character AI Game State Rendering Path-finding World Interface (perception) Collision Physics Movement Firing At this point we already have the AI for Doom! Input User
22 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
23 Decision Making Decision Making in FPS controls what characters do at a high level: do they attack? Do they retreat? Do they execute other actions? Classic games: Finite-state machines Modern games: Behavior Trees Some exceptions: F.E.A.R.: Goal-oriented behavior Characters have a set of goals, and each goal associated with an FSM, the most relevant goal takes control and its FSM is executed.
24 Waypoints (we will cover them in a couple of weeks) Special markers in the map that indicate special locations: Good places for cover, attack, ambush, etc. They are hand annotated, and when close to one the AI knows what to do. Characters look smart without requiring complex AI (e.g. NPCs seeking cover in Half-Life 2). ALL modern FPS games use waypoints.
25 Game Engine Character AI Game State Rendering Decision Making Path-finding World Interface (perception) Collision Physics Movement Firing Input User
26 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
27 Group Control Coupled with better decision-making, this is the largest difference between classic and modern FPS AI. In old games (Doom, etc.) enemies always rush! Modern games use group tactics: Simplest is kung-fu style (one enemy at a time) Complex attack tactics where some characters attack, while others cover
28 Group Control Can be defined also using behavior trees Most common approach: Each tactic defines a set of roles A role is filled by one character Each tactic has a behavior tree that executes it For example: A flank tactic can have 3 roles for left attack, front attack, and right attack Only 3 enemies will execute it at once (if there are more, they will wait, kung-fu style) Enemies look smart, but do not crazily over-power the player
29 Game Engine Character AI Tactics (Group Behavior) Game State Rendering Decision Making Path-finding World Interface (perception) Collision Physics Movement Firing Input User
30 Game Engine Character AI Tactics (Group Behavior) Game State Rendering Decision Making Path-finding World Interface (perception) Collision Physics Movement Firing At this point we already have the AI for Half-Life! Input User
31 Game Engine Character AI Tactics (Group Behavior) Game State Rendering Decision Making Path-finding World Interface (perception) Collision Physics Movement Firing At this point we already have the AI for Half-Life! Input User But there is more
32 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
33 Drama Management / Directing Premise: Different players have different preferences Each player enjoys a different subset of the elements of a game Problem: How can a game automatically adapt to match the current player? Maintain the dramatic arc expected by the game designer Prevent the players from dealing with parts of the game not appealing to them Adjust difficulty level, etc. Solution: Drama Management / Experience Management / AI Director
34 Drama Management Player Game Engine
35 Drama Management Game Adaptation Evaluation Function Drama Manager Player Game Engine
36 Drama Management The Drama Manager modifies the game by executing DM Actions Game Adaptation Drama Manager Evaluation Function The Drama Manager observes the interaction between player and game: Player Actions Player Game Engine
37 Drama Management The DM needs an adaptation strategy that decides how to change the game to maximize the evaluation function Game Adaptation Evaluation Function Drama Manager Game Engine The DM needs a function to assess interest / difficulty / boredom / dramatic Player effect / etc. Player model
38 Drama Management Examples Façade: Left 4 Dead: AI Director controls: spawning enemies and items, music, map (can block or open paths) Not random spawns: AI Director has a set of predefined patterns with parameter ranges, and selects the appropriate pattern with the appropriate parameters.
39 Purposes of Drama Management Maximize interest/enjoyment of the game: Guide players to arcs of the game more interesting for them Prevent players from getting bored Ensure dramatic intent is achieved: Game author wanted the game to be played in a certain way to achieve certain dramatic effects (surprise/fear/calm/etc.) Achieving those effects might require different strategies for different players Training: In Training simulations, ensure the intended situations are experienced by the player, and the expected lessons are learned. Adjust difficulty: Automatically detect the level of the player and adjust the game difficulty to the adequate level
40 Drama Management Game Adaptation Evaluation Function Narrative Drama Manager Game Engine Player
41 Narrative Representation Frameworks Game narratives are instances of multi-plot narratives: Multiple branching points, alternative endings, etc. How do we represent game narratives, so the AI can reason about them? Two main approaches to represent interactive narrative in games: Focus on time relationships of events: plot point graphs Focus on content: beats
42 Plot Point Graph Graph where each node is a plot point, and each link is an order constraint: Leave_house Find_magical_shop Get_card Get_flask Get_amulet Read_library_book Give_bum_flask Give_bum_amulet Discover_book_in_sewer Subset of the plot points in Anchorhead
43 Plot Point Graph Represents the complete Game Narrative. The subset of visited plot points defines the narrative state Leave_house Find_magical_shop Get_card Get_flask Get_amulet Read_library_book Give_bum_flask Give_bum_amulet Discover_book_in_sewer
44 Plot Point Graph People arriving Mary & Max arrive Manuel arrives Amanda arrives Paul arrives Complex plot point graphs Max is surprised to See Amanda Paul tells Max that Amanda is the family lawyer Paul & Mary talk About the missing guests Hierarchical plot points Jeeves sets up the Bar so guests have may mingle while he Prepares their rooms For the night Mary learns Amanda Is ex-girlfriend of Max Complex ordering conditions (NOT, OR, AND, etc.) Cocktail party Paul removes painting Of Jeeves old master s grandfather Jeeves comes to check Up on everyone, notices Painting has been removed Mary spills wine on the Rug in the foyer Jeeves asks her about It, and she brushes it off Jeeves is already very Angry With the Manuel flirts with Mary Max gets angry with Manuel Paul says to Mary Look at How disrespectful Max is. Why Do you love him? Paul restrains Mary so That Amanda can flirt With Max Amanda Flirts with Max in Living room Mary sees the flirting In the living room (Example plot point graph from the intro scene of a murder mystery game) Andersens Mary gets angry With Max Paul offers every one To stay in the house Discussion in kitchen Jeeves asks about Special food preferences Jeeves reminds that there aren t enough To the guests Mary & Max discuss about Announcing the engagement: rooms for all guests, Max wants, Mary doesn t Mary wants, Max doesn t Max wants, Mary wants Max doesn t, Mary doesn t Amanda offers to Sleep with Max Mary & Max offer To sleep together Amanda offers to Sleep with Mary Manuel offers To sleep with Max Decision to announce Decision not to announce They break up Mary gets Incredibly angry Paul opposes Commitment of Amanda & Max to Commitment of Mary & Max to sleep Commitment of Mary & Amanda to sleep Commitment of Manuel & Max to sleep Sleep together together together together Jeeves announces dinner is ready
45 Beat A Beat is a unit of story content that makes sense by itself, e.g.: in Façade, the characters talk about what to have for a drink, or Trip greets you at the door Preconditions Beat Goal 1 Beat Goal 2 Beat Goal 3 Postconditions Context Beat
46 Beat A Beat is a unit of story content that makes sense by itself, e.g.: in Façade, the characters talk about what to have for a drink, or Trip greets you at the door Preconditions Beat Goal 1 Beat Goal 2 Beat Goal 3 Postconditions Context Preconditions: What needs to be true in order to this beat to be executable Beat Things that will be true after this beat ends
47 Beat A Beat is a unit of story content that makes sense by itself, e.g.: in Façade, the characters talk about what to have for a drink, or Trip greets you at the door Preconditions Beat Goal 1 Context defines any beatspecific responses that characters need to have in response to player actions Beat Goal 2 Context Beat Beat Goal 3 Beat Goals define the sequence of events Postconditions that need to happen in a beat. Each beat goal might have a repertoire of events that will be triggered once the goal becomes active.
48 Beat Example In the context of a murder mystery game Beat: Police ask player about alibi after discovered a person beaten to death. Preconditions: Murder discovered Goal 1: Police asks Goal 2: Player justifies Goal 3: Police moves on Postconditions: Police sees player with a bat Context: Player has alibi Player has no alibi If player moves away, police will block him Beat
49 Left 4 Dead The AI Director in L4D uses a system related to beats Each beat is a wave (of zombies), with 4 beat goals: Goal 1: Build Up Goal 2: Sustain Peak Goal 3: Peak Fade Goal 4: Relax Director spawns enemies and threats until desired peak is reached Keeps spawning to maintain the peak for some seconds Waits for player to completely resolve the situation Waits for some fixed a mount of time, or until player advanced a certain distance
50 Plot points vs Beats Plot points focus on time ordering between events: Good to monitor progress of the player Clearly represent what is already accomplished, and what still needs to be accomplished to complete the game The player has full freedom (agency) to decide what to do next Beats focus on specifying content without being restrictive about the order: Good for allowing the Drama Manager decide what will happen next Only one Beat active at a time The Drama Manager restricts the agency of the player, by sequencing beats to maintain the desired story arch
51 Graphic Adventure The biggest problem in graphic adventures is that players get constantly stuck
52 Drama Management Game Adaptation Evaluation Function Drama Manager Game Engine Player
53 Drama Management 1) Find what is the next step in the game 2) Provide some sort of hint Game Adaptation Evaluation Function Drama Manager Is the player stuck? For how long? Game Engine Player
54 Drama Management Hints Time Game Adaptation Time Stuck Evaluation Function Action 1 Action 2 Action 3 Action 4 Action 5 Action 6 Action n Hint 1 Hint 2 Hint 3 Hint 4 Hint 5 Hint m Drama Manager Player Actions Game Engine Player
55 Drama Management Hints Time Game Adaptation Time Stuck Evaluation Function Action 1 Action 2 Action 3 Action 4 Action 5 Action 6 Action n Hint 1 Hint 2 Hint 3 Hint 4 Hint 5 Hint m Drama Manager Player Actions DM also keeps track of which hints have already been given, for not repeating Game Engine Player
56 Example Drama Manager Decides how to pace hints during game play to prevent the player form getting stuck The example was very simple, but it can be enhanced easily: Maximum number of hints per unit of time (to prevent too many hints) Better player stuck detection: Even if the player is not executing relevant actions, he might be following a systematic approach and eventually advance Take into account if players repeat actions of not (repeated actions are sign of frustration) Detecting novice from experienced players: Experienced players tend to use systematic approaches (easy to detect)
57 Game Narrative In the previous example, the Drama Manager needed a way to infer what was the next action to be executed in the game to advance (list of relevant actions ) Most Drama Managers need to reason about the plot of the game (Game Narrative): To provide hints (previous example) To reason about which future subplot will the player like better To ensure the story is unfolding as the author intended etc. A lot can be learned about drama management focusing on simple story-based games (interactive narrative/fiction)
58 Game Engine Character AI Tactics (Group Behavior) Game State Rendering Decision Making Path-finding World Interface (perception) Collision Physics Movement Firing Input User Drama Management
59 Game Engine Character AI Tactics (Group Behavior) Game State Rendering Decision Making Path-finding World Interface (perception) Collision Physics At this point, we have the AI of Left 4 Dead 2 Movement Firing Input User Drama Management
60 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
61 Intelligent Camera Control Recent games have an emphasis on story telling Camera control is an essential component in story telling, since it provides focus A lot of recent work on automatic camera control: Example:
62 Game Engine Character AI Tactics (Group Behavior) Game State Rendering Camera Control Decision Making Path-finding World Interface (perception) Collision Physics Movement Firing Input User Drama Management
63 Game Engine Character AI Tactics (Group Behavior) This is a complete state of the art AI architecture for a modern FPS (or RPG) game Game State Rendering Camera Control Decision Making Path-finding World Interface (perception) Collision Physics Movement Firing Input User Drama Management
64 Game Engine Character AI Tactics (Group Behavior) Game State Rendering Camera Control Decision Making Path-finding World Interface (perception) Some specific platforms (e.g. Wii, Kinect) have specific Collision AI needs, Physics like gesture recognition. Movement Firing Input User Drama Management
65 Outline Student Project Presentations First-Person Shooters AI Requirements in FPS Perception Movement Pathfinding Decision Making Group Control Drama Management Camera Control What s Next?
66 What s Next in FPS AI? As of 2011, a study by A. Champandard concluded that the open AI problems in FPS Games were: Sensory Performance Motion Planning Tactical Pathfinding Dynamic Terrain Analysis Combat Reasoning Player Prediction Scripting for Conjunctive Goals Squad Coordination Experience Management However, I think those are too low level. Except for two, the rest refer more efficient ways to have what we already have
67 What s Next in FPS AI? Why is multiplayer so much more interesting than single player in FPS games? Because the AI sucks (and because you want to beat your friends) The next big things in FPS (or RPG/MMORPG) AI are: Believable characters: Intelligent interactive characters to which the player can relate to Interaction with NPCs/enemies/friendlies in games is very bad nowadays Procedural content generation What do you think is next?
68 Projects 2 & 3 Questions?
69 Next Week Midterm In class students: In class: regular pen and paper Online students: Online: via learn.drexel.edu Everything we have covered so far
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