Principles of Computer Game Design and Implementation. Lecture 29

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Transcription:

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 AI makes a game interesting No silver bullet solution What is more important, smooth paths or smart decisions? We looked at some AI techniques 2

Virtual Player V Smart Agents: Smart virtual player, simple agents Civilisation IV 3

Virtual Player V Smart Agents: Smart Agents Doom 3 Serious Sam 4

Virtual Player V Smart Agents: Groups of Smart Agents F.E.A.R. 5

Virtual Player V Smart Agents: Smart Virtual Player, Smart Agents Lord of The Rings: The Battle for Middle Earth Perfect Dark Zero 6

Virtual Player V Smart Agents: Techniques Smart Virtual Player Turn-based game search (board games) Rule based system (RTS: C&C, Age of Empires, ) Smart Agents Planning (F.E.A.R) Behaviour Trees (Halo) Smart VP, smart agents Agent coalition Hierarchical models (FSMs, BTs) 7

Game AI Design Decide what AI should and should not do Include everything E.g. Empire earth project took a month, 30 pages Brainstorm different techniques Identify components Identify interfaces 8

Game AI: Requirements Be intelligent but purposely flawed Have no unintended weaknesses Perform within CPU and memory constraints Cheat! Precompute!! Be configurable by game designers /player Be visible 9

Artificial Stupidity AI researchers / developers want strongest possible AI Gamers want believable AI Player is supposed to win! Winning because AI gives up is not as rewarding 10

Loosing Gracefully Techniques (1) Warn the player about an attack / be visible (Especially in action-adventure games) Shout Take that! before attacking Great camouflage makes for bad gameplay Move before firing Player enters room, the monster looks sideways Have horrible aim Being killed is not pleasant for the player Miss the first time aim at a close destructible object 11

Loosing Gracefully Techniques (2) Kung-Fu style attack Only one team member attacks the player Half-life: One attack slot When out of ammo, AI player shouts Cover me Another player starts attacking Illusion of agent communication 12

Loosing Gracefully Techniques (3) Pull back at the last minutes A boss becomes vulnerable when players health and ammo are low Intended Vulnerabilities Stand on mines Gun misfires 13

Cover Up Weakness with Design: Halo Rushing levels with the assault rifle isn t fun levels end too quickly. AI is more accurate the longer the player is out of cover. AI isn t very good at dealing with close quick targets Powerful melee attacks. One can refine the design to fix flaws in AI 14

Cover Up Weakness with Design: Half-Life Player throws grenades Pathfinder tries to find an escape route Fails to do that for all agents Standing helplessly is stupid Play animation of crouching down and covering head 15

Explicit and Implicit AI Designs Explicit Characters behaviour is predefined (Doom 3, Unreal 2, ) Implicit Characters work together to create an emergent storyline (Pizza Tycoon) Modern games with implicit AI still have a storyline GTA series Bioshock Infinite 16

AI Techniques We only had a look at simulation-based behaviour in this module Specify rules / states / actions / perceptions Let the system figure out what to do next Alternative: scripted behaviour Agents follow some predefined behaviour 17

Scripted Behaviour Game designers decides what computer characters do Fixed trigger regions When player approaches, character starts talking Scripts send units to attack at some time 18

Scripts Technique of specifying a game s logic outside the game s source language Scripting languages These two notions are closely interlinked If the behaviour is specified by designers, they need a way to access it 19

Scripting 101 If (PlayerArmed == TRUE) BEGIN DoFlee(); END ELSE BEGIN DoAttack(); END AI for Game Developers. David M. Bourg, Glenn Seeman O Reilly, 2004 20

Verbal Interaction If (PlayerArmed == Dagger) Say("What a cute little knife."); If (PlayerArmed == Bow) Say("Drop the bow now and I'll let you live."); If (PlayerArmed == Sword) Say("That sword will fit nicely in my collection."); If (PlayerArmed == BattleAxe) Say("You're too weak to wield that battle axe."); 21

Scripting Events If (PlayerLocation(120,76)) Trigger(kExposionTrap); if (PlayerLocation(56,16)) Trigger(kPoisonTrap); If (PlayerLocation(kDoorway)) PlaySound(kCreakingDoorSnd); 22

Advantages of Scripted Behaviour Faster / parallel game code development Easier to write and modify Much easier to execute No search, no simulation No pathfinding? Simple execution of the script Possibility to create mods (PC) Selling point long past the release date 23

Disadvantages Limits player s choices Allows to exploit AI flaws Players will learn the limits of the script Non-programmers are required to program To be interesting, games need LOTS of scripts 24

Best of Both Worlds(?) Combining smart agents with scripted behaviour FSMs as scripts Game design & AI design done by the same people Enforced transitions based on the storyline Override the default behaviour of characters Bind agents and objects 25

In Place of a Conclusion: Game AI Techniques (1) Agents and multiagent systems A* pathfinding Behaviour trees Blackboard architectures Coordination method Command hierarchy Taking decisions on different levels 26

Dead reckoning In Place of a Conclusion: Game AI Techniques (2) Predicting a player s future position Decision trees Emergent behaviour Behaviour that was not explicitly programmed Flocking Formations Group movements 27

Fuzzy logic In Place of a Conclusion: Game AI Techniques (3) Yes / no à degree of (un)certainty Goal oriented behaviour Influence mapping RTS games: how valuable a tile is Learning Level of detail AI 28

Markov systems In Place of a Conclusion: Game AI Techniques (4) Uncertainty as probability. Markov FSM & Markov processes Minimax Rule-based systems Scripting State Machines (FSM, HFSM, Stack FSM) Steering 29

In Place of a Conclusion: Game AI Techniques (5) Subsumption architecture Several layers of FSM, highest layer has priority Tactical and strategic AI Global plans on top of short-sited goals Terrain analysis Identify strategic locations Trigger system 30