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Command Hierarchy Architecture

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Strategy RTS, turn-based, war-games. FPS Single and multi-player ... Strategy RPG Real-time, turn-based. Strategy. Top tier. Determine strategy to defeat ... – PowerPoint PPT presentation

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Title: Command Hierarchy Architecture


1
Command Hierarchy Architecture
  • Rigel Freeman
  • Matt Whitlock
  • Errol Campbell
  • Jeff Jarrard

2
What is an AI Command Hierarchy?
  • Organizes and Abstracts decision making
  • Modeled after real world military hierarchy
  • Information is given to next highest tier
  • Direction is given to the next lowest tier

3
Why do we care?
  • Humans can quickly analyze all known data
  • Impractical for AI on even the best systems
  • Increases speed and adaptability of search
  • Allows competent play without cheating

4
How is it implemented?
  • Top tier sets overall objective and strategy
  • Middle tiers set specific objectives and tactics
  • Bottom tier makes individual unit decisions
  • Upper tiers increase scope, decrease detail

5
Generic Command Hierarchy
6
Detail Unit (Soldier) AI
  • Purely reactive
  • No forward planning
  • Defend self if attacked
  • Basic low-level decisions

7
Detail Squad AI
  • Translate squad commands into individual unit
    commands
  • Analyze/summarize information from units and pass
    to higher levels

8
Detail Platoon AI
  • Employ small-scale strategies for obtaining
    simple objectives
  • Dispense commands to squads in platoon
  • Report significant events to higher levels

9
Detail Company AI
  • Employ medium-scale strategies for obtaining
    long-term objectives
  • Report progress toward obtaining these objectives

10
Detail Computer Player AI
  • Plan overarching strategy
  • Responsible for creation of companies and
    assigning high-level objectives

11
Applications
  • Strategy RTS, turn-based, war-games
  • FPS Single and multi-player
  • Team Sports Football, soccer, hockey
  • Strategy RPG Real-time, turn-based

12
Strategy
  • Top tier
  • Determine strategy to defeat opponents
  • Middle tiers
  • Resource mgt., Technology, Army
    production/command
  • Company/Platoon/Squad objectives and tactics
  • Bottom tier
  • Individual unit targets and decisions

13
Example Civilization
  • Overall goal Conquer opponents
  • Must govern city, religious, and tech. growth
  • Must build/command army, form alliances
  • The multiple aspects lead to many tiers

14
Civilization Game in Progress
15
FPS
  • Top tier
  • Determine strategy to defeat opponents
  • Middle tiers
  • Organize offense and defense
  • Size and distribution may vary widely depending
    on game
  • Bottom tier
  • Individual unit targets and decisions

16
Example Battlefield 2
  • Commander gives orders to Squad Leaders
  • Squad Leaders give orders to individual units
  • Individual units follow Squad Leaders orders
  • Communication only goes up/down one tier

17
Battlefield 2 Commander View
18
Team Sports
  • Top tier
  • Sets lineup and directs play
  • Middle tiers
  • Organize offense and defense
  • Bottom tier
  • Individual unit targets and decisions
  • Specialized roles that bypass Middle tiers (QB,
    Goalie, etc.)

19
Example Madden
  • Coach determines lineup and play
  • Quarterback acts as Offensive leader
  • Offense objective is to gain yardage
  • Defense objective is to stop opponents gain

20
Madden 06 Offensive Line
21
Strategy RPG
  • Top tier
  • Determines character advancement and strategy
  • Middle tiers
  • Control questing, skill training, equipment, etc.
  • Organize squads for combat
  • Bottom tier
  • Individual unit targets and decisions

22
Example Warcraft III
  • Overall Objective Kill Opponents
  • Select what Hero characters to train
  • Gain XP for Heroes and train skills
  • Explore and gather items to equip Heroes

23
Warcraft III Heroes
24
Problems and Complications
  • Rigid resource allocation
  • AI cannot interpret all data simultaneously
  • Different tiers have different data
  • Identical units may interpret data differently

25
Variation Project AI
  • Creates temporary goals/projects on the fly
  • Units assigned to projects based on abilities
  • Units can change projects if needed
  • Dissolves project once completed
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