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Multitiered AI

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Title: Multitiered AI


1
Multi-tiered AI
  • Patrick Schmid

2
Multi-tiered AI
  • We already saw a presentation about this topic
  • Remember Kes presentation?
  • Short recap

3
Multi-Tiered AI Framework
  • The Intelligence Structure
  • Strategic Intelligence (SI)
  • Operational Intelligence (OI)
  • Tactical Intelligence (TI)
  • Individual Unit (IU)

SI makes general goals and plans
OI is concerned with implementing the general
orders from SI
TI Prepares the data for IU
4
Situational Projects
  • SPs the basic messages for communications
    between different levels of AIs

OI1
5
The MTAIF Class Architecture
SI
package of functions and strategies

Unit Object
OI
TI
IU
6
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7
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8
US Army
9
Soldier AI
  • All RTS games already have some rudimentary form
  • Follow orders
  • Stay alive
  • Report occurrences to the squad AI (completed or
    failed orders, newly spotted enemies)
  • Select and engage targets
  • Path finding

10
Squad AI
  • Already used in many games
  • Receive orders from the platoon AI
  • Translate them into soldier orders
  • Distribute them to squad members
  • Evaluate feedback from soldiers
  • New orders to soldiers
  • Pass feedback to platoon AI
  • Most complex job translating orders
  • Move orders need to account for relative
    positions of soldiers according to formation,
    terrain, posture
  • More complicated orders are built by combining
    basic ones, e.g. Move Attack

11
Platoon AI
  • Similar tasks to squad AI
  • Passing orders and feedback from one level to the
    other
  • Message translation is again the bulk of the
    processing
  • Individual squads locations with respect to rest
    of platoon is paramount concern

12
Company AI, Brigade AI, Division AI, Army AI, etc.
  • Similar to platoon AI, but dealing with bigger
    blocks of units
  • Formations are less rigid, allowing for more
    involved tactics
  • Highest level AI below computer player AI has
    extra duties
  • Each is assigned a different portion of the world
    to operate in
  • Passes upwards only important strategic
    information
  • Most tactical data is analyzed and acted upon in
    this level

13
Computer Player AI (CPAI)
  • Many roles in RTS games
  • Civilization growth
  • Construction
  • Economics
  • Research
  • Politics
  • Combat
  • Analyzes the relative strengths of the friendly
    and enemy troops and their disposition
  • Decide on overall strategy attack or defend
  • Deploy armies
  • Adjust armies as combat progresses
  • Reinforce
  • Augment decimated squads
  • Build new armies

14
Example Platoon AI
  • World War II Game
  • Heavy firepower of tank
  • Infantrys better detection ability
  • Platoon AI decides formation (triangle)
  • Infantry engages enemy
  • Tank supports with heavy firepower

15
Example Brigade AI
  • Medieval Game
  • Goal capture fortress defended by company
    strength enemy
  • Brigade AI approaches while staying out of
    engagement range
  • Two infantry companies attack in front
  • Cavalry goes behind fortress to cut off
    reinforcements and possibly attack from behind
  • One infantry company is held in reserve

16
Maps
  • Each AI needs its own map
  • Why?
  • Plan paths
  • Identify locations
  • Implement tactics
  • Each AI needs different information
  • Static map data, e.g. location of roads, updated
    only if a change occurs
  • Dynamic map data, e.g. troop locations, updated
    once or twice a second

17
Maps (cont.)
  • Element map
  • Finest level of detail (1 to 3 m squares)
  • Some games actual map element data
  • Soldiers path is calculated on this map
  • Tracks actual enemy troops
  • Tile map
  • Next level of detail (10 m squares)
  • Squad paths are calculated
  • Troop data is represented only as combined
    strengths

18
Maps (cont.)
  • Mega-Tile Map
  • Platoon scale (25-50 m)
  • Finds paths for platoons
  • Larger Scale Maps
  • You get the picture...

19
  • Platoon moves to defend a pass on the mega-tile
    map
  • Scout squad defends pass on the tile map
  • Scout soldier moves into trench on element map

20
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21
Reference
  • Tom Kent Multi-Tiered AI Layers and Terrain
    Analysis for RTS Games AI Game Programming
    Wisdom 2
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