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Programming Game Behaviour (Game AI)

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Programming Game Behaviour (Game AI) Introduction Bryan Duggan Learning Outcomes Compare approaches to implementing perception and propose optimised solutions to ... – PowerPoint PPT presentation

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Title: Programming Game Behaviour (Game AI)


1
Programming Game Behaviour(Game AI)
  • Introduction
  • Bryan Duggan

2
Learning Outcomes
  • Compare approaches to implementing perception and
    propose optimised solutions to perception
    problems.
  • Critically analyse how perception is implemented
    in commercial computer games.
  • Implement a variety of path following and path
    finding algorithms.
  • Demonstrate an understanding of the issues
    involved in practical, optimised path finding.
  • Use UML and object orientated design to model
    both technical architectures and behaviours in
    computer games.
  • Propose architectures for NPC higher order
    decision making.
  • Critically analyse how the techniques learned on
    the course are used in commercial games.

3
Game AI is all about
  • Finite State Machines
  • Path Finding
  • Steering
  • Scripting
  • Fuzzy logic
  • Agents
  • Probability (Stochastic/Bayesian methods)
  • Tricks (good acting, following eyes etc)

4
Its not about
  • Neural networks
  • Machine learning
  • CBR
  • Expert systems
  • Natural language processing
  • Markov Chains
  • Basically AI!!

5
Example from Half Life 2
  • There are 2 conceits that the players and the
    designers are complicit in
  • If

6
How to make good game AI
  • Make the eyes of the NPCs follow the player
  • Make the NPCs harder to kill

7
Course Overview
  • Advanced steering
  • Neutons laws of force and acceleration
  • Graphs
  • Navigation graphs, dependency graphs and state
    graphs
  • Implementing a flexible graph class using C
    templates
  • Automatic generation of navigation graphs
  • Graph search algorithms
  • Dijstras shortest path algorithm
  • The A algorithm

8
Course Overview
  • Perception
  • FOV
  • Sound
  • Collisions
  • Distance from player
  • Intersection of 2 lines
  • Intersection of ray and plane
  • Game AI using state machines
  • The state machine design pattern
  • State transition diagrams
  • Agents?
  • Modding?

9
Assessment
  • Team 1 Skinned Meshes (skeletal animation)
  • A class that can be integrated into DalekWorld
  • Encapsulates all the code required to animate a
    mesh into a simple API
  • Use books/internet resources as you like
  • A lecture (max 1 hour)
  • A lab
  • A solution

10
Assessment
  • 3 Team projects
  • Team 2 3D Positional Audio
  • A class or framework of classes that can be
    integrated into DalekWorld
  • Encapsulates all the code required to animate a
    mesh into a simple API
  • Bind the audio to the animation
  • Use books/internet resources as you like
  • A lecture (max 1 hour)
  • A lab
  • A solution

11
Assessment
  • Team 2 World Loader
  • A new loader for DalekWorld based on x Files
  • Hierarchical
  • Use books/internet resources as you like
  • A lecture (max 1 hour)
  • A lab
  • A solution

12
Books
  • Semester 1
  • Introduction to 3D Game Programming with DirectX
    9.0
  • Frank D. Luna
  • Semester 2
  • Programming Game AI by Example
  • Mat Buckland

13
Tools
  • Microsoft Visual C (Anything from version 6.0
    or above with the latest service packs will do
    fine)
  • Latest DirectX 9 SDK

14
Web Resources
  • Course Notes
  • http//webcourses.dit.ie
  • Games Developers
  • http//www.gameasutra.com/
  • http//www.gamedevelopers.ie
  • General Gaming
  • http//www.pczone.co.uk
  • http//www.gamespot.com
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