recap cse 348 ai game programming
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RECAP CSE 348 AI Game Programming. Héctor Muñoz-Avila. C. A. B. C. A. B. C. B. A. B. A. C. AI research. “AI” as game practitioners implemented it. B. A. C. B. A. B. C. C. B. A. B. A. C. A. C. A. A. - PowerPoint PPT PresentationTRANSCRIPT
RECAPCSE 348 AI Game Programming
Héctor Muñoz-Avila
Course Goal
Our goal was to understand the connections and the misconceptions from both sides
AI research
AC
B A B C A CB
CBA
BA
C
BAC
B CA
CAB
ACB
BCA
A BC
AB
CABC
“AI”as game practitioners implemented it
projects
(me)
(you)
Controlling the AI Opponent: FSMs• FSM: States, Events and Actions
• Stack Based FSM’s• Polymorphic FSM
• Multi-tier FSM
SpawnD
Wander~E,~S,~D
~E
D
AttackE,~D
~E
E
E
D
~S
ChaseS,~E,~D
E
S
S
D
Soldier
Rifleman Officer
British Soviet
AmericanGerman
Machine Gunner
British Soviet
AmericanGerman
British Soviet
AmericanGerman
Robocode
Plan
ning
Ope
rato
rs
• Patrol Preconditions:
No Monster Effects:
patrolled• Fight
Preconditions: Monster in sight
Effects: No Monster
Patrol Fight
Monster In Sight
No Monster
FSM:
A resulting plan:
Patrolpatrolled
Fight
No MonsterMonster in sight
(Finite State Machines in Games
Controlling the AI Opponent: Hierarchical Planning
UT task: Domination
Strategy: secure most locations
UT action: move Bot1 to location B
Hierarchical planning
StartTurn Right
Go-throughDoor
Pick-upPowerup
Wander Attack
Chase
Spawn
~E
E ~S
S
D
~E
Hierarchical FSM
Controlling NPCsIndividual
• Animation Controller approach
• Layers categorized by regions of body that they affect
• Reputations: Create global reputations based on average of other’s opinions
• Autonomous behavior by establishing ownership of the objects
(Elizabeth Carter)
Squad Tactics
decentralized centralized
Commander
Captain
Sergeant
Soldier
Orders Information
(danny powell, andrew pro, Kofi White)
Special Forces
Depth(Breadth First)
Nodes Time Memory
2 1100 1 sec 1MiB4 111,100 11 sec 106 MiB6 107 19
minutes10 GiB
8 109 31 hours 1 TiB10 1011 129 days 101 TiB12 1013 35 years 10 PiB 14 1015 3,523
years1 EiB
Path-FindingNavigationNavigation set hierarchy
• Interface tables• Reduction memory• Increase performance
A*
Controlling AI Opponent: LearningInduction of Decision Trees
DOM
Reinforcement Learning
7
Training script 1
Training script 2
….
Training script n
Counter Strategy 1
Counter Strategy 2
….Counter Strategy n
Evolutionary Algorithm
Evolve Domain Knowledge
Knowledge Base Revision
Manually Extract Tactics from Evolved Counter Strategies
Combat
team controlled by human player team controlled by computer
A
B
If owning locations 1 and 2, and 3 then defend locations 1, 2, and 3
induction
Decision Tree
Game GenresFirst-Person Shooters
• A lot of path finding issues
• Assigning values to locations
• and to paths
(Constantin Savtchenko , Zubair R. Chaudary, Kenneth H. Rentschler)
Racing games (Emily Cohen)
Racing vehicle control• Multi-layer system• Each layer defines behavior
Optimal racing line
(Jim Pratt, Qihan Long, Austin Borden)
Game GenresRTS
• RTS Game ComponentsCivilizationBuildUnitResourceResearchCombat
Wargus Role Playing Games
• Level of Detail
• Reputation system
(Anthony Scimeca, Mike Rowan)(Xu Lu)
Game GenresSport Games
• Dead Reckoning Military originsUse in Sport Games
• Possible transitions for modeling behaviors
(Dylan Evans, Matt Kenig
Robocode
Turn and Go
Go Tag Up
Freeze Slide
Turn and Look Go
BackGo
Halfway
Other Crucial TopicsPlayer Modeling
•Hierarchical model of what a player can do
•Heuristic values for preference of states determine player strategy
• Taxonomy of storylines
(Mike Pollock, Kipp W. Hickman, Chirs Boston)
Story line, drama
•Propp’s approach: lineal story•Barthes: allow ramifications
•Dialog managers using finite state machinesplanning
• Fractions versus behavior
(Mike Chu, Joey Blekicki, Stephen Kish )
Other Game AI TopicsGame Trees
(Mike Pollock, Kipp W. Hickman, Chirs Boston)
Used to determine game difficulty
With appropriate evaluation functions avoid needing to construct the whole tree
EF(state) = w1f1(state) + w2f2(state) + … + wnfn(state)
Programming Projects• Finite State Machines
• RTS
• Team-based simulation
• Simulate some of the real game developing conditions:
Working with someone else’s code
tight deadlines need lots of trial and error to
tune the AI
2010 Hall of FameProject # 1. Robocode.
Tournament winner: Chris Boston, Kipp Hickmann, Michael Pollock "The Enraged Armored Mob" (TEAM).
Innovation winner: Elizabeth Carter (Reinforcement Learning)Project # 2. DOM.
Tournament winner: Chris Boston, Kipp Hickmann, Michael Pollock "Tactical Efficient Anti-social Macabre" (TEAM)Innovation winner: TEAM Project # 3. Special Forces Tournament winner: Chris Boston, Kipp Hickmann, Michael Pollock Target Extermination Aiming Maneuvering (TEAM).Innovation winner: Mike Rowan, Anthony Scimeca. The Cover Up. Project # 4: Wargus Tournament winners:
• Constantin Savtchenko , Zubair R. Chaudary, Kenneth H. Rentschler. Segfault• Jim Pratt, Qihan Long, Austin Borden
Almost all beat default connected map Most beat default connected map variant Only the two above beat disconnected map
Acknowledgements
• All of you:– Presentations were geneally very good– Projects were worked well (despite difficulties)– All master groups made their projects work– Changes for future iterations of this course:
• Adjust Wargus, Balance Special Forces
Final Summary
AI research
AC
B A B C A CB
CBA
BA
C
BAC
B CA
CAB
ACB
BCA
A BC
AB
CABC
“AI”as game practitioners implemented it
• A*• AI Planning
HTN Planning• Heuristic evaluation • Machine learning
Decision TreesReinforcement learning
Dynamic scripting• Game trees
Programming• Finite State Machines• RTS• Team-based simulation• Last project: AI that
works in any map
Genres• First-person shooter• Real-time strategy• Racing games• Team sports• Role-playing games
Path finding• Look-up tables• Waypoints
Other crucial topics• Player modeling• Story line, drama• NPC behavior
• Individual• Team