AI in Computer Gaming: The first person shooter - PowerPoint PPT Presentation

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AI in Computer Gaming: The first person shooter

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AI in Computer Gaming: The first person shooter Tyler Hulburd Brief History Games that featured a single player mode with enemies started appearing in the 1970s. – PowerPoint PPT presentation

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Title: AI in Computer Gaming: The first person shooter


1
AI in Computer GamingThe first person shooter
  • Tyler Hulburd

2
Brief History
  • Games that featured a single player mode with
    enemies started appearing in the 1970s.
  • Enemy movement was based on stored patterns.
  • The idea was perfected with Space Invaders
    (1978), sporting an increasing difficulty level,
    distinct movement patterns, and in-game events
    dependent on hash functions based on the player's
    input.
  • The incorporation of microprocessors would allow
    more computation and random elements overlaid
    into movement patterns.
  • The emergence of new game genres in the 1990s
    prompted the use of formal AI tools like finite
    state machines.
  • Later games have used nondeterministic AI
    methods, ranging from the first use of neural
    networks in a videogame in Battlecruiser 3000AD
    (1996), to the emergent behavior and evaluation
    of player actions in games like Creatures or
    Black White.

3
Far Cry (2004)
  • Far Cry exhibited very advanced AI for its time.
    The enemies would react to the player's playing
    style and try to surround him when possible. They
    would also use real life military tactics to try
    and beat the player. The enemies did not have
    "cheating" AI, in the sense that they did not
    always know exactly where the player is all the
    time. They would remember his last known position
    and work from there.

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5
Half Life 2 (2004)
  • In Half Life 2 enemies are more alert to the
    presence of the player and take cover when
    injured. Allies follow the player and help fight
    against enemies. When engaging enemies, instead
    of always remaining in place until either the
    target or they themselves died, allies will
    disengage when the player moves on. Half-Life 2
    also has group commands for ordering allies
    around.

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7
Halo 3 (2007)
  • Uses some new AI approaches such as enemies
    getting scared and fleeing a battle. Also some
    enemies will actively try to commit suicide and
    take the player out at the same time. Enemies
    could drive vehicles that could also transport
    other enemies (enemy players use teamwork).

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9
Things to come
  • NPCs that learn..
  • As AI in games continues to improve npcs are
    able to learn from the players behavior and adapt
    accordingly. For example, the npc could mimic
    the players behavior or choose a different
    strategy to counter it.

10
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