Title: Computer Implementation of the board game: Space Hulk
1Computer Implementation of the board game Space
Hulk
Alexander Michael Spyropoulos
Supervise by Andrew Williams
- An investigation into Artificial Intelligence in
games
2Aim
- To determine whether AI complexity affects
gameplay experience. - Does an AI have to be more complex in order for
it to be a challenging opponent?
3The Test
- In order to answer these questions I have
produced a simple board game that features 2
different AI types. - 1) simple nearest enemy pathfinding
- 2) more complex thinking variety, that checks
various input data and determines a solution.
4Artificial Intelligence in Games
- Writing game AI is one of the most challenging
tasks a programmer can undertake Rabin. S.
2002 AI Game Programming Wisdom - Computer controlled opponents have been present
in many video games since they were first
developed. - Paul Tozour states very simple AI was present in
games such as Pong, Pac-Man, and Space Invaders
to keep people playing.
5Space Hulk
- Turn based strategy game, created by Games
Workshop. - 2 Player game
- Mission based gameplay
- Space Marines Move Shoot Close Combat
Overwatch - Genestealers Move (faster) Close Combat
6Marine Artificial Intelligence
- Marine AI is governed by 5 main influences
- Distance to the overall mission objective
- Status of other units in the team
- Combat ability
- Currently in combat?
- Distance to nearest enemy
- Some units have unique modifiers
- Flamers are more self conscious, and have
ammunition concerns - Sergeant has improved close combat ability over
other marines
7Marine Artificial Intelligence
- Gathers Data
- Applies data to influence calculation
- Determines Action to be performed (Chooses a
goal to achieve) - Feeds the goal into an A path-finding algorithm
- Works out the shortest possible distance to the
goal.
- Current Stage of Development
- Thought Process completed
- Path-finding Algorithm in production
8Genestealer Artificial Intelligence
- Genestealers have a much simpler form of AI. They
are affected by only a few stimuli
- Distance to nearest enemy
- Status of the target unit
- Genestealers rely on speed and sheer weight of
numbers rather than tactics.
9Genestealer Artificial Intelligence
- Looks for nearest target
- Feeds target location into A path-finding
algorithm - Works out the shortest possible distance to the
goal. - Moves to target and attacks
- Will continue to attack until defeated or target
is eliminated
- Current Stage of Development
- Currently in the early design stage
10Game Play
- Here is an early Screenshot of the game in debug
form. - At this stage of development only an experimental
form of the marine AI is running
- By the end of the assignment both AIs will be
playable, with the player choosing their opponent
at the start of the game.
11Play Testing
- The AI will be tested using what Microsoft game
studios calls the Standard Usability Test - Players will then be asked to play against both
AI types, then fill in a questionnaire about
their experience. - The results will then be correlated to find out
which AI is the most popular, challenging, and
fun to play.
12Expected Results
- The Marine AI should be more challenging and
interesting to play, but it is hoped that my
results could show that you can have just as much
challenge and fun from the simple AI.
13Any Questions?
If there are any questions regarding this seminar
or the project itself, please do not hesitate to
ask.
Alex Spyropoulos alexspyropoulos_at_hotmail.com http
//spyrle.sinisterkitten.co.uk