location-based information systems & decision making

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Location-based Information Systems & Decision Making KNOW YOUR WORLD & DETERMINE YOUR BEHAVIORS!

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Page 1: Location-based Information Systems & Decision Making

Location-based Information Systems & Decision MakingKNOW YOUR WORLD & DETERMINE YOUR BEHAVIORS!

Page 2: Location-based Information Systems & Decision Making

Agenda Graph Problems!

- Tree Traversing- Shortest Path

Location-based Information Systems- Influence Maps- Smart Terrain- Terrain Analysis- Potential Fields

Decision-Making- Finite State Machine (FSM)- Fuzzy State Machine (FuSM)- Behavior Tree

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Location-based Information Systems (LBI)

Collection of programming and logical techniques that mainly used in game development

Doesn’t depend on specific platform

Used in many games categories such as RTS and FPS games

We will focus on how to establish the AI game environment usingI. Influence MapsII. Smart TerrainIII. Terrain Analysis

Page 6: Location-based Information Systems & Decision Making

Influence Maps (IM)

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Smart Terrain

Provide the agent with motivation to achieve its needs

Interaction between the game environment and the agent

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Terrain Analysis

Using the data provided by the IM to make use of it

Analyze the array of data that has been represented in the IM

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How to use these techniques? Tracking the game objects

Looking for enemies, resources, ..etc.

Ground Control

Path-finding

Danger Signification

Finding areas of conflict

Build complex strategies

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Potential Fields

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Potential Fields (cont.)

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Potential Fields (cont.)

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Potential Fields (cont.)

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Break!10 MINS BAS!

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Decision-Making Determines the agent behaviors in all game phases

The core for any AI agent

The more complex of the behaviors the more intelligence of the agent

Machine Learning could be used specifically Reinforcement Learning technique

It has several techniques but we will focus on three of themI. Finite State Machine (FSM)II. Behavior TreesIII. Fuzzy State Machine (FuSM)

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Finite State Machine (FSM) Model that represents the execution flow of the agent’s state

Consists of one or more states

The structure looks like a graph with nodes (states) that are connected with each other with edges (Transitions)

The states transitions depends on the agent’s actions or other outside interruption in the run time

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Finite State Machine (FSM) (cont.)

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Finite State Machine (FSM) (cont.)

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Finite State Machine (FSM) (cont.)

OOP DESIGNPLEASE!

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Behavior Trees The states are structured in a tree

Supports sequencing and encapsulation

Each state could contain several of other states

Depends on “Selectors” and “Inverters” which are the tree flow controllers

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Behavior Trees (cont.)

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Behavior Trees (cont.)

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Behavior Trees (cont.)

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Fuzzy State Machine (FuSM)

Search about it :P