Groo%20:%20Behavior-based%20Control%20of%20Real-time%20Game%20Agents - PowerPoint PPT Presentation

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Groo%20:%20Behavior-based%20Control%20of%20Real-time%20Game%20Agents

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Groo : Behavior-based Control of Real-time Game Agents. Northwestern University. Developers: Aaron Khoo, Greg Dunham, Nick Trienens. http://flexbot.cs.northwestern.edu ... – PowerPoint PPT presentation

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Title: Groo%20:%20Behavior-based%20Control%20of%20Real-time%20Game%20Agents


1
Groo Behavior-based Control of Real-time Game
Agents
Developers Aaron Khoo, Greg Dunham, Nick
Trienenshttp//flexbot.cs.northwestern.edu
Movement behaviors control navigation. They
affect 3 actuators rotate, translate and strafe.
We decided to control these three actuators
together since they are very closely related.
  • Behavior-based AI in Half-Life Multiplayer Bots
  • NPCs controlled via behavior-based techniques.
    Programs compile to parallel networks of
    finite state machines
  • All inferences completely recomputed on each
    decision cycle
  • Most actuators separately controlled by
    individual behaviors which are run
    simultaneously. Outputs of behaviors sent to
    FlexBot DLL on each program cycle.
  • Waypoint-less navigation.
  • Performance (450 Mhz Pentium3, 384 Mb RAM, 16Mb
    Riva TNT)
  • 0.3 of CPU consumed per second per bot
  • 52 bytes of static data memory during runtime
    per bot
  • Compiles to less than 18K of object code in
    debug mode with no optimization
  • Long mean time to failure. Groo bots have been
    successfully run for days at a time

Sample code for a behavior in Groo
shoot? (and facing-enemy? not-alt-fire?
(or clip-not-empty? (
current-weapon crowbar))
(or (and enemy-long-range?
long-range-weapon?)
enemy-short-range? being-shot?))
Northwestern University
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