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Projects

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Due: Final game due Tuesday the last week of classes ... Game Trees (2) Concepts: State: node in tree. Terminal node: game over. Utility function: value for ... – PowerPoint PPT presentation

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Title: Projects


1
Projects
  • 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)

2
Games as Game Theory Systems(Ch. 19)
3
Game 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

4
Turn-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
5
Turn-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

6
Some 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

7
SideTrack 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
8
Game 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

9
First example
MAX moves
10
Game 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)
11
Minimax
  • 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

12
Properties 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

13
In 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.

14
Saddle 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!
15
Summoning 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)
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