RECAP CSE 397/497 Topics on AI and Computer Game Programming PowerPoint PPT Presentation

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Title: RECAP CSE 397/497 Topics on AI and Computer Game Programming


1
RECAPCSE 397/497 Topics on AI and Computer Game
Programming
  • Prerequisites
  • CSE 327 or CSE 340 or instructor consent
  • Instructor consent will be immediately granted
    for
  • CSE Graduate Students
  • CS/CSE/CSB undergraduates that will be senior on
    the Fall/2005
  • All other cases will be granted depending on the
    particular case

Héctor Muñoz-Avila
2
Course Goal
3
Path-Finding
A minimize f(n) g(n) h(n)
(Moll) Search Representations
  • Grid
  • Graphs
  • Meshes

D dynamic A
  • (Hoang)
  • Path look-up matrix
  • Indexed path look-up matrix
  • Area-based look-up table

Precomputed Pathfinding
4
Navigation
  • (Mansley)
  • Qualitative Spatial Analysis
  • Spatial databases
  • Terrain analysis
  • (Lindner)
  • Navigation data can be used beyond navigation
  • Low level navigation
  • Jumping, climbing
  • Hunting the player

5
Real-Time Strategy games
  • (Schmid)
  • Multi-tier AI
  • Maps and AI Control
  • Wall Building
  • (Lee-Urban)
  • Random map generation
  • AI transport Units

HTN planning
6
Racing Games Sports
  • (Misra)
  • Contention system
  • Steering
  • Throttle
  • Braking
  • Brooks subsumption architecture
  • (Gundevia)
  • FSM implementation of offensive and defensive
    states (mirror)
  • Dead reckoning

7
Controlling The AI Opponent (1)
  • (Raim)
  • FSM States, Events and Actions
  • Stack Based FSMs
  • Polymorphic FSM
  • Multi-tier FSM
  • (Hogg)
  • Data-driven FSM
  • Goal separate program control logic from FSM
    logic
  • Scripted FSM

Robocode
( Technologies ) Advanced Flight, 4,-2,
Rad, Too, 3, 4 Alphabet, 5, 1,
nil, nil, 0, 3 ( Personalities / Goals
) Caesar, Livia, 0, 1, 1, Romans, Roman, 0, 1,
1 Montezuma, Nazca, 0, 4, 0, Aztecs, Aztec, 0,-1,
1
HTN planning
8
Controlling The AI Opponent (2)
  • (Hookway)
  • Ideal AI Behavior
  • Coordinating behavior
  • Blackboard
  • Deal with obstruction
  • Synthetic Adversaries
  • Competence
  • Taskability
  • Observational fidelity
  • Behavior variability
  • (Grabowski )
  • Movement, fire coordination
  • Hierarchy of plan tactics
  • Finding an Available NPC
  • Availability (1N)(1O)(1P)(Q8)

HTN planning
  • N of enemies in covering area
  • O of enemies within range
  • P of enemies threatening team

9
Controlling The AI Opponent (3)
  • (Grabowski )
  • Goal-Oriented Action Planning
  • Alternative to FSM
  • Define actions
  • Inter-relations are found dynamically (planning)
  • Various speed-up strategies are used
  • (Xu)
  • HTN Plan on level of tasks not actions
  • HTNs can be used to encode game strategies
  • Multi-Tier AI

Wargus
AI planning
10
Controlling the AI opponent (4)
  • (Warfield)
  • Several advantages of using scripts
  • Modularity
  • Entice players
  • Main drawback developing time for the scripting
    system
  • Levels of scripting
  • Hardcoded (typical console game)
  • Full modularity (Neverwinter nights)
  • Languages
  • Declarative
  • Imperative

11
Adaptive AI
  • (Janneck)
  • Player modeling
  • Simple model
  • Model (attribute, value),)
  • Hierarchical model
  • Higher-level node value combination of childrens
    values
  • Abstract node combination of concrete traits
  • Issues
  • Model complexity-time tradeoff
  • Decouple model from game
  • (Creswell)
  • Decision trees are a simple representation form
  • Decision trees can be learned automatically (ID3)
  • One of the landmarks applications of Machine
    learning to Games

12
Adaptive AI (2)
  • (Ponsen)
  • Reinforcement learning to find right script
  • But sometimes the problem resides in the scripts
    not the ordering
  • Use evolutionary computation to improve scripts
  • (Chan)
  • Limitations of machine learning
  • Information stored
  • Pattern recognition
  • During development time
  • Terrain analysis
  • Pattern recognition as optimization
  • Pattern recognition as adaptation
  • Dynamic environments
  • Evolve a population (each member is a candidate
    solution)


13
Hall of Fame
14
Acknowledgements
  • Jarret Raim 5 programming projects
  • Marc Ponsen last programming project
  • All of you
  • Presentations were very good
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