Title: RECAP CSE 397/497 Topics on AI and Computer Game Programming
1RECAPCSE 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
2Course Goal
3Path-Finding
A minimize f(n) g(n) h(n)
(Moll) Search Representations
D dynamic A
- (Hoang)
- Path look-up matrix
- Indexed path look-up matrix
- Area-based look-up table
Precomputed Pathfinding
4Navigation
- (Mansley)
- Qualitative Spatial Analysis
- Spatial databases
- Terrain analysis
- (Lindner)
- Navigation data can be used beyond navigation
- Low level navigation
- Jumping, climbing
- Hunting the player
5Real-Time Strategy games
- (Schmid)
- Multi-tier AI
- Maps and AI Control
- Wall Building
- (Lee-Urban)
- Random map generation
- AI transport Units
HTN planning
6Racing Games Sports
- (Misra)
- Contention system
- Steering
- Throttle
- Braking
- Brooks subsumption architecture
- (Gundevia)
- FSM implementation of offensive and defensive
states (mirror) - Dead reckoning
7Controlling 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
8Controlling 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
9Controlling 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
10Controlling 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
11Adaptive 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
12Adaptive 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)
13Hall of Fame
14Acknowledgements
- Jarret Raim 5 programming projects
- Marc Ponsen last programming project
- All of you
- Presentations were very good