Tactical AI in Real Time - PowerPoint PPT Presentation

About This Presentation
Title:

Tactical AI in Real Time

Description:

computer assists the player (intelligence amplification instead of artificial ... Interestingness of the area depends on proximity to walls and dangerous areas, ... – PowerPoint PPT presentation

Number of Views:28
Avg rating:3.0/5.0
Slides: 24
Provided by: dami3
Learn more at: http://stat.columbia.edu
Category:

less

Transcript and Presenter's Notes

Title: Tactical AI in Real Time


1
Tactical AI in Real Time
  • Supervisor Aleks Jakulin
  • Crew
  • Damir Arh, Matija Jekovec, Mitja Luštrek
  • Gregor Leban, Martin Žnidaršic, Uroš Cibej

Translation A. Jakulin
2
Task
  • real-time strategy
  • objective survive
  • based on physical simulation
  • computer assists the player (intelligence
    amplification instead of artificial intelligence)
  • teams of AI units
  • the player does not control individual units
    behavior
  • units perform team-allocated duties

3
Program Structure 1/2
  • Two separate applications
  • server
  • client
  • Client
  • graphics
  • user interface
  • server connection

4
Program Structure 2/2
  • Server
  • communication with clients
  • physics
  • pathfinding
  • Hierarchical AI

5
Physical Model 1/3
  • Terrain
  • 2D map
  • passable / impassable kvadratki
  • continuous space and time
  • map fully revealed to AI
  • enemies only seen if at least one of units has
    visual contact

6
Physical Model 2/3
  • Unit properties
  • movement
  • poses walking, sneaking, crawling
  • movement speed dependent on orientation and
    health
  • separate movement direction and orientation
  • 3 shooting modes
  • health-, speed- and orientation dependent
  • view angle depends on speed of movement (F-01)

7
Physical Model 3/3
  • Collision detection
  • unit collisions
  • bullet collisions
  • Raycasting
  • map intersections
  • object intersections

8
Visibility Graph
  • expand the walls for unit radius
  • visibility graph nodes are convex corners
  • mutually visible corners are connected
  • before pathfinding, insert start and goal points
    in the graph
  • search with A (F-02), heuristics (F-03)

9
Boids
  • Basic rules
  • a unit tries to move towards the center of the
    team
  • a unit tries to keep a minimum distance from
    walls and objects
  • try to match team speed
  • These Rules are too local!

10
Teams
  • Units in different teams are separate from one
    another (F-04)
  • Significance
  • hierarchical pathfinding
  • minimize team exposure
  • maximize team cohesion
  • formations

11
Teams Pathfinding
  • Player sets the goal point, team adjusts
    individual unit movement given the requirements
    (F-05)
  • Pathfinding requirements
  • safety
  • accessibility
  • proximity to goal
  • team cohesion

12
Teams Exposure
  • Seek proximity of walls and corners, where the
    ratio between the visible covered terrain and
    uncovered terrain is minimal.
  • Note we ignore mobility

13
Teams Cohesion
  • It is more desirable for units of a team to
    remain close and cover the terrain together.
    (F-06)
  • Note in reality its the ease of signaling and
    directed firepower that matter.

14
Finite State Machine
  • Controls the units of a team
  • simple well-known concept
  • readable states are clearly separated
  • extensible simple to add new states and
    transitions
  • adjustable we choose to do whatever we please
    in a given state
  • We have state-dependent weights, adjusting the
    boids model.

15
MDM FSM (F-07)
Mitja Luštrek, Damir Arh, Matija Jekovec
move
init
advance
idle
attack
Seek cover
retreat
prone
16
Maintaining Terrain Visibility
  • During movement, the team leader is looking left
    and right, if there is no wall. (F-08)
  • Other units are trying to cover 360 degrees
    around the team.
  • If there are enough units to cover everything,
    increase the coverage of interesting areas.
  • Interestingness of the area depends on proximity
    to walls and dangerous areas, tagged by the
    player. (F-09)

Danger area
17
Shooting Formation
  • When enemy is spotted, everyone moves to face the
    enemy, or everyone goes into retreat.
  • Units move to avoid shooting one another.
  • Units seek positions with better coverage of the
    enemies.

18
Seeking a Safe Position
  • If player gives no orders, team moves to a safe
    position.
  • Seek proximity of cover.
  • Seek good coverage. (F-10)

19
GUM FSM (F-11)
  • Gregor Leban, Uroš Cibej, Martin Žnidaršic

init
normal
cover
assault
20
Determining Orientation
  • Compute four viewing orientations for each unit.
  • Orientations depend on openness of terrain and
    tagged danger areas.
  • Pick the most important orientation that is not
    yet covered.

21
Assault
  • When enemy is spotted, everyone faces it and
    assaults.
  • Every unit picks the closest enemy and fires.
  • Move if a friendly unit close near the firing
    direction.
  • The player may adjust the formation during
    combat.
  • High mobility during an attack.

22
Technical Details
  • Development environment Visual C
  • Libraries
  • Simple DirectMedia Layer (SDL)
  • Video for Windows (VFW)
  • winsock
  • 450 KB of code
  • over 17000 lines in 110 files

23
Conclusions
  • High computational load.
  • Many parameters.
  • Weight tuning is complex.
  • Machine learning hard to use.
  • Commercial games use simpler logic.
Write a Comment
User Comments (0)
About PowerShow.com