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Chap. 1.3 Solving the Right Problem

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Title: Chap. 1.3 Solving the Right Problem


1
Chap. 1.3 Solving the Right Problem
  • AI Game Programming Wisdom
  • ??? ???

2
Abstract
  • Solving a different problem
  • Might be more effective
  • Game AI developer have to do
  • Good programming and management habits

3
Solving a Different Problem
  • Example
  • IF NPC can talk to the player
  • Need speech recognition NLP
  • In speech recognition
  • Little Red Riding Hood
  • Ladle Rat Rotten Hut
  • In NLP
  • U.S.A Pissed Plowed (meaning)
  • England Pissed ? Plowed (meaning)
  • Taken two technologies together
  • Too big for persons computer game
  • More Effective
  • Solving differently
  • Using large motion gestures that are Universal
    across human cultures

4
First Principles
  • What is the Real Problem We Are Trying to
    Solve?
  • Trying to entertain someone
  • Problem it was supposed to solve
  • Better at solving the entertainment problem than
    a more realistic solution
  • cheating

A (the real problem) B (another
problem that is easier t think about) B ? A (B
solves A many developers stop here) C
(yet another problem that is easier to think
about than A) C ? A (C also solves A)
5
Find the better problem
  • Start early in the process, but continue looking
  • Get the hooks in early
  • Multiple solution to every problem
  • Thinking Out-of-the-Box
  • Creativity needs practice

6
Find the better problem
  • Start early in the process, but continue looking
  • Starting early
  • Not guarantee that you will find better problems
  • Starting late
  • Certainly prevent that you will find better
    problems
  • The precious resource is time
  • Get the hooks in early
  • AI programmer
  • needs to ensure that access to information
  • Early phases of game design, architecture

7
Find the better problem
  • Multiple solution to every problem
  • A single solution
  • It is hard to say good, better, best
  • Comparing between solutions
  • Being able to Make better solution
  • Thinking Out-of-the-Box
  • Getting to the better problem
  • Thinking outside the normal solution spaces
  • To barge in on some other boxes
  • Creativity needs practice

8
Chap. 1.412 Tips from the Trenches
  • AI Game Programming Wisdom
  • ??? ???

9
Abstract
  • The course of a game development
  • Tips for game AI programmers in course

10
12 Tips
  • 1. Do Your Homework
  • No such thing as a one size fits all
  • Different techniques for different situations
  • Consideration for the right solution
  • The emphasis of the AI in the game
  • The schedule and budget for engineering the AI
  • The team make-up
  • Choose focus for the AI development effort

11
12 Tips
  • 2. Keep It Simple
  • K.I.S.S. plan
  • Keep It Simple Stupid!!
  • In design and in code
  • Simplification
  • Complex things to simple parts
  • Easy to comprehend, reuse, debug, and maintain
  • 3. Try It Out on Paper First
  • Write an outline of the code
  • For a smoother implementation
  • Provide a more robust system

12
12 Tips
  • 4. Precompute Navigation
  • Navigation Pathfinding
  • In game, Easier than problem for academics
  • Allowing cheat
  • For cheaply navigation
  • Using precomputed pathfinding data
  • Checking Collision
  • Using navigational hint information
  • Paint floor geometry with levels of movement
    preference
  • Place line segments to be used as preset path
    for agents
  • Place boxes at least one box with a clear line
    of sight
  • Create geometry freely move without checking
    for collisions
  • A tool can analyze the level data and the result
    generate a navigational mesh

13
12 Tips
  • 5. Put the Smarts in the World
  • AI system cant handle every situation
  • Simple AI system
  • Let agents choose desirable destinations
  • The game world gives the agent specific
    instruction
  • Putting the intelligence into the world
  • 6. Give Every Action a Timeout and a Fallback
  • Check for success conditions
  • Within a reasonable amount of time

14
12 Tips
  • 7. Use a Hierarchy of States
  • In finite-state machine(FSM)
  • Putting states into a hierarchy
  • Simple and reusable
  • Facilitate simple lower-level states
  • Using high-level for big-picture decision-making
  • 8. Agents Dont Interfere with the Crucial
    Storytelling Events
  • Using simple mechanism such as boolean flag

15
12 Tips
  • 9. Keep Agents Aware of the Global State of the
    World
  • To convince the player
  • Agents use global flags and data, or employ
    decision-tree for self-learning
  • 10. Create Variety through the Data, Not through
    the Code
  • If create variety through the code
  • Many AI programmers and different behaviors in
    code
  • The code provide one or a handful of basic
    behavior types
  • Behavior type are infinitely customizable through
    data

16
12 Tips
  • 11. Make the Data Easily Accessible to Designers
  • Interesting AI and good play balancing
  • Designers tweak every value to fine-tune the AI
  • Making convenient environment for designers
  • Easy access to data
  • 12. Factor Stat Formulas into AI
  • Factor stat
  • Agents attributes and abilities
  • The player will easily be able to see characters
    stats
  • Making character improvements more rewarding
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