CS 387/680: GAME AI AI FOR FIRST-PERSON SHOOTERS

Size: px
Start display at page:

Download "CS 387/680: GAME AI AI FOR FIRST-PERSON SHOOTERS"

Transcription

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

Game Artificial Intelligence ( CS 4731/7632 )

Game 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

CS 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 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 information

CS 480: GAME AI TACTIC AND STRATEGY. 5/15/2012 Santiago Ontañón

CS 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 information

CS 387/680: GAME AI TACTIC AND STRATEGY

CS 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 information

CS 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 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 information

INTRODUCTION TO GAME AI

INTRODUCTION 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 information

CS 387/680: GAME AI DECISION MAKING

CS 387/680: GAME AI DECISION MAKING CS 387/680: GAME AI DECISION MAKING 4/21/2014 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 information

CS 387/680: GAME AI BOARD GAMES

CS 387/680: GAME AI BOARD GAMES CS 387/680: GAME AI BOARD GAMES 6/2/2014 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 information

CS 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 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 information

INTRODUCTION TO GAME AI

INTRODUCTION TO GAME AI CS 387: GAME AI INTRODUCTION TO GAME AI 3/29/2016 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2016/cs387/intro.html CS 387 Focus: artificial

More information

INTRODUCTION TO GAME AI

INTRODUCTION TO GAME AI CS 387: GAME AI INTRODUCTION TO GAME AI 3/31/2015 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2015/cs387/intro.html CS 387 Focus: artificial

More information

CS 480: GAME AI DECISION MAKING AND SCRIPTING

CS 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 information

Strategic and Tactical Reasoning with Waypoints Lars Lidén Valve Software

Strategic 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 information

the question of whether computers can think is like the question of whether submarines can swim -- Dijkstra

the question of whether computers can think is like the question of whether submarines can swim -- Dijkstra the question of whether computers can think is like the question of whether submarines can swim -- Dijkstra Game AI: The set of algorithms, representations, tools, and tricks that support the creation

More information

CS 387: GAME AI BOARD GAMES. 5/24/2016 Instructor: Santiago Ontañón

CS 387: GAME AI BOARD GAMES. 5/24/2016 Instructor: Santiago Ontañón CS 387: GAME AI BOARD GAMES 5/24/2016 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2016/cs387/intro.html Reminders Check BBVista site for the

More information

CS 354R: Computer Game Technology

CS 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 information

Chapter 4 Summary Working with Dramatic Elements

Chapter 4 Summary Working with Dramatic Elements Chapter 4 Summary Working with Dramatic Elements There are two basic elements to a successful game. These are the game formal elements (player, procedures, rules, etc) and the game dramatic elements. The

More information

Principles of Computer Game Design and Implementation. Lecture 29

Principles 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 information

Chapter 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 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 information

CS 680: GAME AI WEEK 4: DECISION MAKING IN RTS GAMES

CS 680: GAME AI WEEK 4: DECISION MAKING IN RTS GAMES CS 680: GAME AI WEEK 4: DECISION MAKING IN RTS GAMES 2/6/2012 Santiago Ontañón santi@cs.drexel.edu https://www.cs.drexel.edu/~santi/teaching/2012/cs680/intro.html Reminders Projects: Project 1 is simpler

More information

Artificial Intelligence for Games. Santa Clara University, 2012

Artificial Intelligence for Games. Santa Clara University, 2012 Artificial Intelligence for Games Santa Clara University, 2012 Introduction Class 1 Artificial Intelligence for Games What is different Gaming stresses computing resources Graphics Engine Physics Engine

More information

Advanced Computer Graphics

Advanced Computer Graphics Advanced Computer Graphics Lecture 14: Game AI Techniques Bernhard Jung TU-BAF, Summer 2007 Overview Components of Game AI Systems Animation Movement & Pathfinding Behaviors Decision Making Finite State

More information

AI in Computer Games. AI in Computer Games. Goals. Game A(I?) History Game categories

AI 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 information

the gamedesigninitiative at cornell university Lecture 26 Storytelling

the gamedesigninitiative at cornell university Lecture 26 Storytelling Lecture 26 Some Questions to Start With What is purpose of story in game? How do story and gameplay relate? Do all games have to have a story? Role playing games? Action games? 2 Some Questions to Start

More information

the question of whether computers can think is like the question of whether submarines can swim -- Dijkstra

the question of whether computers can think is like the question of whether submarines can swim -- Dijkstra the question of whether computers can think is like the question of whether submarines can swim -- Dijkstra Game AI: The set of algorithms, representations, tools, and tricks that support the creation

More information

Towards Player Preference Modeling for Drama Management in Interactive Stories

Towards Player Preference Modeling for Drama Management in Interactive Stories Twentieth International FLAIRS Conference on Artificial Intelligence (FLAIRS-2007), AAAI Press. Towards Preference Modeling for Drama Management in Interactive Stories Manu Sharma, Santiago Ontañón, Christina

More information

Game Designers. Understanding Design Computing and Cognition (DECO1006)

Game 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 information

Artificial Intelligence

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 information

Inaction 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. 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 information

Today 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. 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 information

FPS Assignment Call of Duty 4

FPS 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 information

Who 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 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 information

Artificial Intelligence for Games

Artificial Intelligence for Games Artificial Intelligence for Games CSC404: Video Game Design Elias Adum Let s talk about AI Artificial Intelligence AI is the field of creating intelligent behaviour in machines. Intelligence understood

More information

the gamedesigninitiative at cornell university Lecture 25 Storytelling

the gamedesigninitiative at cornell university Lecture 25 Storytelling Lecture 25 Some Questions to Start With What is purpose of story in game? How do story and gameplay relate? Do all games have to have a story? Action games? Sports games? Role playing games? Puzzle games?

More information

the gamedesigninitiative at cornell university Lecture 23 Strategic AI

the 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 information

Applying Principles from Performance Arts for an Interactive Aesthetic Experience. Magy Seif El-Nasr Penn State University

Applying Principles from Performance Arts for an Interactive Aesthetic Experience. Magy Seif El-Nasr Penn State University Applying Principles from Performance Arts for an Interactive Aesthetic Experience Magy Seif El-Nasr Penn State University magy@ist.psu.edu Abstract Heightening tension and drama in 3-D interactive environments

More information

IMGD 1001: Fun and Games

IMGD 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 information

G54GAM Coursework 2 & 3

G54GAM 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 information

IMGD 1001: Fun and Games

IMGD 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 information

Abandon. 1. Everything comes to life! 1.1. Introduction Character Biography

Abandon. 1. Everything comes to life! 1.1. Introduction Character Biography Abandon 1. Everything comes to life! 1.1. Introduction You find yourself alone in an empty world, no idea who you are and why you are here. As you reach out to feel the environment, you realise that the

More information

Narrative Guidance. Tinsley A. Galyean. MIT Media Lab Cambridge, MA

Narrative Guidance. Tinsley A. Galyean. MIT Media Lab Cambridge, MA Narrative Guidance Tinsley A. Galyean MIT Media Lab Cambridge, MA. 02139 tag@media.mit.edu INTRODUCTION To date most interactive narratives have put the emphasis on the word "interactive." In other words,

More information

Who am I? AI in Computer Games. Goals. AI in Computer Games. History Game A(I?)

Who 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 information

STEP-BY-STEP THINGS TO TRY FINISHED? START HERE NEW TO SCRATCH? CREATE YOUR FIRST SCRATCH PROJECT!

STEP-BY-STEP THINGS TO TRY FINISHED? START HERE NEW TO SCRATCH? CREATE YOUR FIRST SCRATCH PROJECT! STEP-BY-STEP NEW TO SCRATCH? CREATE YOUR FIRST SCRATCH PROJECT! In this activity, you will follow the Step-by- Step Intro in the Tips Window to create a dancing cat in Scratch. Once you have completed

More information

Introduction to Game Design. Truong Tuan Anh CSE-HCMUT

Introduction 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 information

Z-Town Design Document

Z-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 information

Raven: An Overview 12/2/14. Raven Game. New Techniques in Raven. Familiar Techniques in Raven

Raven: 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 information

the gamedesigninitiative at cornell university Lecture 20 Optimizing Behavior

the gamedesigninitiative at cornell university Lecture 20 Optimizing Behavior Lecture 20 2 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

More information

A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines

A Character Decision-Making System for FINAL FANTASY XV by Combining Behavior Trees and State Machines 11 A haracter Decision-Making System for FINAL FANTASY XV by ombining Behavior Trees and State Machines Youichiro Miyake, Youji Shirakami, Kazuya Shimokawa, Kousuke Namiki, Tomoki Komatsu, Joudan Tatsuhiro,

More information

An 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 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 information

Adjustable Group Behavior of Agents in Action-based Games

Adjustable 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 information

Tac Due: Sep. 26, 2012

Tac Due: Sep. 26, 2012 CS 195N 2D Game Engines Andy van Dam Tac Due: Sep. 26, 2012 Introduction This assignment involves a much more complex game than Tic-Tac-Toe, and in order to create it you ll need to add several features

More information

Structure & Game Worlds. Topics in Game Development Spring, 2008 ECE 495/595; CS 491/591

Structure & Game Worlds. Topics in Game Development Spring, 2008 ECE 495/595; CS 491/591 Structure & Game Worlds Topics in Game Development Spring, 2008 ECE 495/595; CS 491/591 What is game structure? Like other forms of structure: a framework The organizational underpinnings of the game Structure

More information

Making Simple Decisions CS3523 AI for Computer Games The University of Aberdeen

Making Simple Decisions CS3523 AI for Computer Games The University of Aberdeen Making Simple Decisions CS3523 AI for Computer Games The University of Aberdeen Contents Decision making Search and Optimization Decision Trees State Machines Motivating Question How can we program rules

More information

SPACEYARD SCRAPPERS 2-D GAME DESIGN DOCUMENT

SPACEYARD 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 information

Game Design Project 2, Part 3 Group #3 By: POLYHEDONISTS Brent Allard, Taylor Carter, Andrew Greco, Alex Nemeroff, Jessica Nguy

Game Design Project 2, Part 3 Group #3 By: POLYHEDONISTS Brent Allard, Taylor Carter, Andrew Greco, Alex Nemeroff, Jessica Nguy Game Design Project 2, Part 3 Group #3 By: POLYHEDONISTS Brent Allard, Taylor Carter, Andrew Greco, Alex Nemeroff, Jessica Nguy Concept Side scrolling beat-em-up Isometric perspective that implements 2D

More information

1.4. Artificial Stupidity: The Art of Intentional Mistakes. Lars Lidén.

1.4. 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 information

IMGD Technical Game Development I: Introduction

IMGD Technical Game Development I: Introduction IMGD 3000 - Technical Game Development I: Introduction by Robert W. Lindeman gogo@wpi.edu What to Expect This course is mainly about the nuts and bolts of creating game code Game architecture, algorithms,

More information

Artificial Intelligence ( CS 365 ) IMPLEMENTATION OF AI SCRIPT GENERATOR USING DYNAMIC SCRIPTING FOR AOE2 GAME

Artificial Intelligence ( CS 365 ) IMPLEMENTATION OF AI SCRIPT GENERATOR USING DYNAMIC SCRIPTING FOR AOE2 GAME Artificial Intelligence ( CS 365 ) IMPLEMENTATION OF AI SCRIPT GENERATOR USING DYNAMIC SCRIPTING FOR AOE2 GAME Author: Saurabh Chatterjee Guided by: Dr. Amitabha Mukherjee Abstract: I have implemented

More information

IMGD 1001: Programming Practices; Artificial Intelligence

IMGD 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 information

COS 402 Machine Learning and Artificial Intelligence Fall Lecture 1: Intro

COS 402 Machine Learning and Artificial Intelligence Fall Lecture 1: Intro COS 402 Machine Learning and Artificial Intelligence Fall 2016 Lecture 1: Intro Sanjeev Arora Elad Hazan Today s Agenda Defining intelligence and AI state-of-the-art, goals Course outline AI by introspection

More information

A tutorial on scripted sequences & custsenes creation

A tutorial on scripted sequences & custsenes creation A tutorial on scripted sequences & custsenes creation By Christian Clavet Setting up the scene This is a quick tutorial to explain how to use the entity named : «scripted-sequence» to be able to move a

More information

Lecture 1: Introduction and Preliminaries

Lecture 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 information

TGD3351 Game Algorithms TGP2281 Games Programming III. in my own words, better known as Game AI

TGD3351 Game Algorithms TGP2281 Games Programming III. in my own words, better known as Game AI TGD3351 Game Algorithms TGP2281 Games Programming III in my own words, better known as Game AI An Introduction to Video Game AI In a nutshell B.CS (GD Specialization) Game Design Fundamentals Game Physics

More information

IMGD 1001: Programming Practices; Artificial Intelligence

IMGD 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 information

Principles of Computer Game Design and Implementation. Lecture 20

Principles of Computer Game Design and Implementation. Lecture 20 Principles of Computer Game Design and Implementation Lecture 20 utline for today Sense-Think-Act Cycle: Thinking Acting 2 Agents and Virtual Player Agents, no virtual player Shooters, racing, Virtual

More information

TGD3351 Game Algorithms TGP2281 Games Programming III. in my own words, better known as Game AI

TGD3351 Game Algorithms TGP2281 Games Programming III. in my own words, better known as Game AI TGD3351 Game Algorithms TGP2281 Games Programming III in my own words, better known as Game AI An Introduction to Video Game AI A round of introduction In a nutshell B.CS (GD Specialization) Game Design

More information

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman IMGD 3000 - Technical Game Development I: Introduction by Robert W. Lindeman gogo@wpi.edu What to Expect This course is mainly about the nuts and bolts of creating game-engine code Game architecture, algorithms,

More information

Gameplay as On-Line Mediation Search

Gameplay as On-Line Mediation Search Gameplay as On-Line Mediation Search Justus Robertson and R. Michael Young Liquid Narrative Group Department of Computer Science North Carolina State University Raleigh, NC 27695 jjrobert@ncsu.edu, young@csc.ncsu.edu

More information

Incorporating User Modeling into Interactive Drama

Incorporating User Modeling into Interactive Drama Incorporating User Modeling into Interactive Drama Brian Magerko Soar Games group www.soargames.org Generic Interactive Drama User actions percepts story Writer presentation medium Dramatic experience

More information

Sensible Chuckle SuperTuxKart Concrete Architecture Report

Sensible Chuckle SuperTuxKart Concrete Architecture Report Sensible Chuckle SuperTuxKart Concrete Architecture Report Sam Strike - 10152402 Ben Mitchell - 10151495 Alex Mersereau - 10152885 Will Gervais - 10056247 David Cho - 10056519 Michael Spiering Table of

More information

Grading Delays. We don t have permission to grade you (yet) We re working with tstaff on a solution We ll get grades back to you as soon as we can

Grading Delays. We don t have permission to grade you (yet) We re working with tstaff on a solution We ll get grades back to you as soon as we can Grading Delays We don t have permission to grade you (yet) We re working with tstaff on a solution We ll get grades back to you as soon as we can Due next week: warmup2 retries dungeon_crawler1 extra retries

More information

Exam #2 CMPS 80K Foundations of Interactive Game Design

Exam #2 CMPS 80K Foundations of Interactive Game Design Exam #2 CMPS 80K Foundations of Interactive Game Design 100 points, worth 17% of the final course grade Answer key Game Demonstration At the beginning of the exam, and also at the end of the exam, a brief

More information

Game AI CS CS 4730 Computer Game Design. Some slides courtesy Tiffany Barnes, NCSU

Game AI CS CS 4730 Computer Game Design. Some slides courtesy Tiffany Barnes, NCSU Game AI Computer Game Design Some slides courtesy Tiffany Barnes, NCSU The Loop of Life Games are driven by a game loop that performs a series of tasks every frame Some games have separate loops for the

More information

Character AI: Sensing & Perception

Character AI: Sensing & Perception Lecture 21 Character AI: Take Away for Today Sensing as primary bottleneck Why is sensing so problematic? What types of things can we do to improve it? Optimized sense computation Can we improve sense

More information

To experience the new content, go to the VR center in Carceburg after doing the alcohol mission.

To experience the new content, go to the VR center in Carceburg after doing the alcohol mission. To experience the new content, go to the VR center in Carceburg after doing the alcohol mission. Known Issues: - There is not much story content added this update because of the time required to completely

More information

Moving Path Planning Forward

Moving Path Planning Forward Moving Path Planning Forward Nathan R. Sturtevant Department of Computer Science University of Denver Denver, CO, USA sturtevant@cs.du.edu Abstract. Path planning technologies have rapidly improved over

More information

12 Final Projects. Steve Marschner CS5625 Spring 2016

12 Final Projects. Steve Marschner CS5625 Spring 2016 12 Final Projects Steve Marschner CS5625 Spring 2016 Final project ground rules Group size: 2 to 5 students choose your own groups expected scope is larger with more people Charter: make a simple game

More information

Level Design & Game Industry landscape

Level Design & Game Industry landscape Level Design & Game Industry landscape Level design Level design Gaming Landscape Indie games Course Recap Level design Game designer Level designer Making the rules Applying the rules Overall Environments

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 "!" - 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 information

Unity 3.x. Game Development Essentials. Game development with C# and Javascript PUBLISHING

Unity 3.x. Game Development Essentials. Game development with C# and Javascript PUBLISHING Unity 3.x Game Development Essentials Game development with C# and Javascript Build fully functional, professional 3D games with realistic environments, sound, dynamic effects, and more! Will Goldstone

More information

Basic AI Techniques for o N P N C P C Be B h e a h v a i v ou o r u s: s FS F T S N

Basic AI Techniques for o N P N C P C Be B h e a h v a i v ou o r u s: s FS F T S N Basic AI Techniques for NPC Behaviours: FSTN Finite-State Transition Networks A 1 a 3 2 B d 3 b D Action State 1 C Percept Transition Team Buddies (SCEE) Introduction Behaviours characterise the possible

More information

CS Game Programming, Fall 2014

CS 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 information

Lesson 1 Getting Started. 1. What are the different ways you interact with computers?

Lesson 1 Getting Started. 1. What are the different ways you interact with computers? Lesson 1 Getting Started Introducing Scratch 1. What are the different ways you interact with computers? 2. How many of these ways involve being creative with computers? 3. Write down the types of project

More information

Developing a Drama Management Architecture for Interactive Fiction Games

Developing a Drama Management Architecture for Interactive Fiction Games Developing a Drama Management Architecture for Interactive Fiction Games Santiago Ontañón, Abhishek Jain, Manish Mehta, and Ashwin Ram Cognitive Computing Lab (CCL) College of Computing, Georgia Institute

More information

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman

IMGD Technical Game Development I: Introduction. by Robert W. Lindeman IMGD 3000 - Technical Game Development I: Introduction by Robert W. Lindeman gogo@wpi.edu What to Expect This course is mainly about the nuts and bolts of creating game-engine code Game architecture, algorithms,

More information

Overall approach, including resources required. Session Goals

Overall approach, including resources required. Session Goals Participants Method Date Session Numbers Who (characteristics of your play-tester) Overall approach, including resources required Session Goals What to measure How to test How to Analyse 24/04/17 1 3 Lachlan

More information

Assignment 5: Virtual Reality Design

Assignment 5: Virtual Reality Design Assignment 5: Virtual Reality Design Version 1.0 Visual Imaging in the Electronic Age Assigned: Thursday, Nov. 9, 2017 Due: Friday, December 1 November 9, 2017 Abstract Virtual reality has rapidly emerged

More information

the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics

the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics Lecture 5 Rules and Mechanics Today s Lecture Reading is from Unit 2 of Rules of Play Available from library as e-book Linked to from lecture page Not required, but excellent resource Important for serious

More information

CS 354R: Computer Game Technology

CS 354R: Computer Game Technology CS 354R: Computer Game Technology http://www.cs.utexas.edu/~theshark/courses/cs354r/ Fall 2017 Instructor and TAs Instructor: Sarah Abraham theshark@cs.utexas.edu GDC 5.420 Office Hours: MW4:00-6:00pm

More information

Core Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements:

Core Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements: Adventure Games Overview While most good games include elements found in various game genres, there are some core game mechanics typically found in most Adventure games. These include character progression

More information

Chapter 7A Storytelling and Narrative

Chapter 7A Storytelling and Narrative Chapter 7A Storytelling and Narrative Storytelling: -a feature of daily experience that we do without thinking -consume stories continuously Game designers add stories to: -enhance entertainment value

More information

the gamedesigninitiative at cornell university Lecture 3 Design Elements

the gamedesigninitiative at cornell university Lecture 3 Design Elements Lecture 3 Reminder: Aspects of a Game Players: How do humans affect game? Goals: What is player trying to do? Rules: How can player achieve goal? Challenges: What obstacles block goal? 2 Formal Players:

More information

Genre-Specific Level Design Analysis.

Genre-Specific Level Design Analysis. Genre-Specific Level Design Analysis. UC Santa Cruz CMPS 171 Game Design Studio II courses.soe.ucsc.edu/courses/cmps171/winter13/01 ejw@cs.ucsc.edu 4 March 2013 Upcoming deadlines Friday. March 8 Team

More information

the gamedesigninitiative at cornell university Lecture 4 Game Components

the 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 information

CS 387: GAME AI BOARD GAMES

CS 387: GAME AI BOARD GAMES CS 387: GAME AI BOARD GAMES 5/28/2015 Instructor: Santiago Ontañón santi@cs.drexel.edu Class website: https://www.cs.drexel.edu/~santi/teaching/2015/cs387/intro.html Reminders Check BBVista site for the

More information

CRYPTOSHOOTER MULTI AGENT BASED SECRET COMMUNICATION IN AUGMENTED VIRTUALITY

CRYPTOSHOOTER MULTI AGENT BASED SECRET COMMUNICATION IN AUGMENTED VIRTUALITY CRYPTOSHOOTER MULTI AGENT BASED SECRET COMMUNICATION IN AUGMENTED VIRTUALITY Submitted By: Sahil Narang, Sarah J Andrabi PROJECT IDEA The main idea for the project is to create a pursuit and evade crowd

More information

Procedural Content Generation

Procedural Content Generation Lecture 14 Generation In Beginning, There Was Rogue 2 In Beginning, There Was Rogue Roguelike Genre Classic RPG style Procedural dungeons Permadeath 3 A Brief History of Roguelikes Precursors (1978) Beneath

More information

Procedural Content Generation

Procedural Content Generation Lecture 13 Generation In Beginning, There Was Rogue 2 In Beginning, There Was Rogue Roguelike Genre Classic RPG style Procedural dungeons Permadeath 3 A Brief History of Roguelikes Precursors (1978) Beneath

More information

Mage Arena will be aimed at casual gamers within the demographic.

Mage Arena will be aimed at casual gamers within the demographic. Contents Introduction... 2 Game Overview... 2 Genre... 2 Audience... 2 USP s... 2 Platform... 2 Core Gameplay... 2 Visual Style... 2 The Game... 3 Game mechanics... 3 Core Gameplay... 3 Characters/NPC

More information

CISC 1600, Lab 2.2: More games in Scratch

CISC 1600, Lab 2.2: More games in Scratch CISC 1600, Lab 2.2: More games in Scratch Prof Michael Mandel Introduction Today we will be starting to make a game in Scratch, which ultimately will become your submission for Project 3. This lab contains

More information