ai week 5 gam 224. outline announcements final project demos discussion break lecture ai narrative
TRANSCRIPT
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AIWeek 5
GAM 224
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Outline
Announcements Final Project Demos Discussion Break Lecture
AINarrative
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Announcements
Advising week Game assignments available Readings
reorganized a little for the new book
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Final Project
Game concept document Parts
Game overviewMechanicsResourcesCharacters and StorySample Level
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Final Project 2
Team project3 or 4 membersgroup authorship of overvieweach member will be primary author of
one other section
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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
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Homework #2
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Demos
Final Fantasy Tactics (Miranda) Paper Mario (Bubon) Fable (Summers) Tales of Symphonia (Ballerini)
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AI
"Physics" of non-player characterssimulating the opponentsimulating other characters
In some games it is the whole pointclassic strategySims
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Artificial Intelligence
Broad field of study1950s: how to make computers think
like people Now
how to make computers less stupid
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Game AI
Uses very little from AI researchtoo slowfocused on different problems
Main issue"planning"
• how to get characters to act believably
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Planning
A planning problemCurrent stateEnd stateKnown operations
• preconditions• postconditions
Construct a sequence of operations to transform
current state to end state
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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
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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
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Modern planning
Much more complex Integration of
actingsensingchoosingprioritizingetc.
Overkill for games
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Typical game AI tasks
Character behaviorsusually scripted actions
Route findingmany games
Resource managementin strategy games
Modeling character relationshipsin some RPGs, some strategy games
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Goals for AI
Provide player with challenge Make a good game experience May go against "intelligence"
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Issues
Simulate or script?as in physics
Opponent should not make obvious errors
Opponent should not be totally predictable
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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
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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
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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