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AIWeek 5
GAM 224
Outline
Announcements Final Project Demos Discussion Break Lecture
AINarrative
Announcements
Advising week Game assignments available Readings
reorganized a little for the new book
Final Project
Game concept document Parts
Game overviewMechanicsResourcesCharacters and StorySample Level
Final Project 2
Team project3 or 4 membersgroup authorship of overvieweach member will be primary author of
one other section
Final Project 3
4 Milestones 2/7 (next week)
Sort 9-12 game ideas Adopt game idea
2/21 Design overview draft (3-4 pages) Describe gameplay, context, key features. Why would someone want to play it?
2/28 Resource inventory
Homework #2
Demos
Final Fantasy Tactics (Miranda) Paper Mario (Bubon) Fable (Summers) Tales of Symphonia (Ballerini)
AI
"Physics" of non-player characterssimulating the opponentsimulating other characters
In some games it is the whole pointclassic strategySims
Artificial Intelligence
Broad field of study1950s: how to make computers think
like people Now
how to make computers less stupid
Game AI
Uses very little from AI researchtoo slowfocused on different problems
Main issue"planning"
• how to get characters to act believably
Planning
A planning problemCurrent stateEnd stateKnown operations
• preconditions• postconditions
Construct a sequence of operations to transform
current state to end state
Example
Current state player is alive
End state player is dead
Known operations move around use machete
• precondition: must be near target• postcondition: target is dead
Means-ends analysis
Work backwards from desired goal to current state
Exampleto use machete, must be near playerto get near player, moveetc.
Problemthe world changes all the time
Modern planning
Much more complex Integration of
actingsensingchoosingprioritizingetc.
Overkill for games
Typical game AI tasks
Character behaviorsusually scripted actions
Route findingmany games
Resource managementin strategy games
Modeling character relationshipsin some RPGs, some strategy games
Goals for AI
Provide player with challenge Make a good game experience May go against "intelligence"
Issues
Simulate or script?as in physics
Opponent should not make obvious errors
Opponent should not be totally predictable
Example
Simulation when player is firing, construct a line-of-sight map
from player's position. Find area outside of line-of-site especially if it is large and close
Script have predefined "hiding" zones when attacked go to the nearest location
In-between have predefined "hiding" zones calculate which is in the line-of-sight go to closest re-evaluate line-of-sight and move
AI in design
Not too smart Don't set expectations too high Game play is more important
Not too dumb Must cover minimum player expectations
Compensate Level design Resource advantages
Action / Adventure
Demo Lange: Splinter Cell: Pandora Tomorrow Ingebrigsten: Grand Theft Auto: San Andreas Pollard: Metal Gear Solid 3 Hahn: Grim Fandango Abero: Prince of Persia: Sands of Time
Non-demo Entin: Myst Reedy: Thief: Deadly Shadows Devlin: The Suffering Rojas: Prince of Persia: Warrior Within Riordan: Grand Theft Auto III