Title: Projects
1Projects
- Analyze Existing Game project
- Due next class. Re-check the guidelines on
courses website! - Create your Own Project
- Due Final game due Tuesday the last week of
classes - 5-page Document due Thursday the last week of
classes - Award for Best Game by popular vote.
- You received feedback
- Do what we say and you will be exempt from final
exam (meaning you get 100/100 score in it)
2Games as Game Theory Systems(Ch. 19)
3Game Theory
- It is not a a theoretical approach to games
- Game theory is the mathematical study of decision
making - Origins in the field of economics
- Examples of games
- Bankruptcy
- Mutually Assured Destruction
- It concerns with how to make decisions
- Idea reason with the consequences of decisions
(i.e., choosing a game action) made - Contrary to the book claims game theory
techniques have been used to build successful
game playing algorithms - Specifically for turn-based games
4Turn-Based Strategy Games
- Early strategy games was dominated by turn-based
games - Derivated from board games
- The Battle for Normandy (1982)
- Nato Division Commanders (1985)
- Panzer General (1994)
- Turn-based strategy
- game flow is partitioned in turns or rounds.
- Turns separate analysis by the player from
actions - harvest, build, destroy in turns
- Two classes
- Mini-turns
- Simultaneous
- Are Turn-based Strategy games dead?
http//www.youtube.com/watch?vjtJAO0222LI
http//www.youtube.com/watch?vE6xR4rDebtA
5Turn-Based Games Continues to be A Popular Game
Genre
- At least 3 sub-styles are very popular
- Civilization-style games
- Civilization IV came out last year
- Fantasy-style (RPG)
- Heroes of Might and Magic series.
- Gambling games
- Poker Academy
6Some Historical Highlights
- 1952 Turing design a chess algorithm. Around the
same time Claude Shannon also develop a chess
program - 1956 Maniac versus Human
- 1970 Hamurabi. A game about building an economy
for a kingdom - The Battle for Normandy (1982)
- 1987 Pirates!
- 1990 Civilization
- 1995 HoMM
- 1996 Civilization II
- The best game ever?
-
- 2005 Civilization IV
- 2006 HoMM V
7SideTrack Game Interface Design Contradicting
Principles
- Principle All actions can be done from a single
screen.
- Classical example Civilization
- But HoMM uses two interfaces
http//www.youtube.com/watch?vEd6suYzfckc
8Game Trees
- Two players (MAX and MIN) alternate moves
(turn-based) - The tree indicating all possible movements by the
players - The root of the tree indicates the starting
situation - The children of the root indicate possible moves
by MAX - The children of the children indicate possible
moves by MIN - Tree continues alternating until it reaches
end-game situations
9First example
MAX moves
10Game Trees (2)
- Concepts
- State node in tree
- Terminal node game over
- Utility function value for outcome of the game.
- MAX 1st player, maximizing its own utility
- MIN 2nd player, minimizing Maxs utility
Utility 1 ? Max won 0 ? Max and Min
draw -1 ? Max lost (Min won)
11Minimax
- Finding perfect play for deterministic, perfect
information games - Idea choose move to position with highest
utility for MAX best achievable payoff
against a rational opponent - Example Utility is a number between 2 and 14
12Properties of Minimax
- Always find an optimal strategy for MAX (or MIN)?
- Size of game tree?
- b branching factor (maximum number of moves a
player can make in his/her turn) - m turns in an average game
Yes (if tree is finite and opponent is rational)
approximately bm
- For Tic-Tac-Toe, b 9, m 10. Thus, the size of
the tree is 910. Any computer nowadays will find
the optimal strategy - Always draw against a rational opponent
- For chess, b 35, m 60. Thus, the size of the
tree is 3560. Too large for computers today.
Therefore tree can only be partially constructed.
Look ahead of 6 turns for most computers
13In practice
- Checkers Chinook ended 40-year-reign of human
world champion Marion Tinsley in 1994. Used a
precomputed endgame database defining perfect
play for all positions involving 8 or fewer
pieces on the board, a total of 444 billion
positions. - Chess Deep Blue defeated human world champion
Garry Kasparov in a six-game match in 1997. Deep
Blue searches 200 million positions per second,
24 processors, heuristics to guide construction
of game tree with help of human grand masters - Othello human champions refuse to compete
against computers. Computers are too good. - Go human champions refuse to compete against
computers, who are too bad. In go, b gt 300, so
most programs use pattern knowledge bases to
suggest plausible moves.
14Saddle Points
- Of saddle points mindful you should be, young
one hmmmmm - Saddle point Developing a strategy for playing
the game that ensures victory (or non defeat)
every time - Example Tic-Tac-Toe
- Results in loss of meaningful play
- It is a theoretical possibility but in practice
cant figured it out is ok - But sometimes is emergent behavior
- The Diablo II necromancer
Victory!
15Summoning Necromancer
http//www.youtube.com/watch?vCTJzrQ8XrG0
- Some Design principles
- Rather weak character (not much of direct damage
cant sustain a lot of damage) - Uses curses to weaken foes attacks/defenses
- Killed monsters can be revived to serve the
necromancer - But they last 2 minutes only (negative feedback!)
- Reviving monsters, casting curses cost mana
- Mana is limited and renews itself very slowly
(negative feedback!)
Saddle point people killed shamans mobs which in
could revive other mobs! (positive feedback)