Application of AI techniques for Computer Games
Download
Report
Transcript Application of AI techniques for Computer Games
GAMES ARTIFICIAL
INTELLIGENCE
Application of AI techniques
for Computer Games
BSc Computer Games Programming,
2006
Julien Delezenne
Overview of the demo
In-game editor
Pathfinding demo
Design
• The AI component is part of the game
engine
• Contains a generic pathfinding system
• Object-oriented state machines
• Data-driven with the reflection system
AI and architecture
• AI can be divided in two parts
– The game object system
– The AI techniques
• The object system becomes very complex
in commercial games
• AI techniques need to be integrated in a
flexible way
Game system
Object
-TypeInfo
World
1
GameEntity
-Editor
-Name
-Design
1
ActorDef
Map
11
-Player
Tileset
-CellSize
-Divisions
*
-Type
-FileName
*
Actor
-Position
-Orientation
1
1
*
Cell
*
-Position
-Depth
Tile
* 1
-Type
-FileName
Character
-WalkSpeed
-RunSpeed
-ViewConeAngle
-ViewDistance
Placeable
Spawn
Goal
WayPoint
-Next
1
1
Reflection
• For each game entity:
– Instantiation from its name
– Exposition of its properties
– (De)Serialization including with files such as
XML (used in the demos)
– Editable attributes in the editor. The property
grid of the editor is generated automatically
Abstract controller
• Two types of controllers
– Player
– AI
• Only the input is different
• The game logic should only know about
the abstract controller
AI techniques
• Game developers always have:
– A* for pathfinding
– FSM for decision-making
• They are the two techniques of the stealth
demo in a game environnment
Pathfinding
F.E.A.R.
C&C Generals
• Environnment represented as a graph
• A* is independent of the environnment
Pathfinding
• A* is divided in three modules
– Map
– Goal
– Storage
• The client application implement these
objects
• The A* algorithm will send request to them
Pathfinding
1
PathfinderNode
-Parent
PathfinderGoal
-ID
1
*
AStarPathfinderNode
Pathfinder
-Goal
-Heuristic
-Fitness
-SourceNode
-DestinationNode
-CurrentNode
+Run()
AStarPathfinderGoal
1
-DestinationNode
1
+GetHeuristic()
+GetCost()
AStarPathfinderStorage
+CreateNode()
+DestroyNode()
+Reset()
+AddToOpenList()
+AddToClosedList()
+RemoveFromOpenList()
+RemoveFromClosedList()
+FindInOpenList()
+FindInClosedList()
+RemoveBestOpenNode()
CustomPathfinderStorage
+IsNodeValid()
+IsSearchFinished()
CustomPathfinderGoal
PathfinderMap
1
1 1
+GetNeighbourCount()
+GetNeighbour()
AStarPathfinder
AStarPathfinderMap
CustomPathfinderMap
State machine
• Object-oriented
• States are independent of each others
• State changes are requested
• In the demo, the state machine is mostly
driven by the the field of view of the
characters
State machine
FOV = Player in
the field of view
Has no
waypoint
Idle
Combat
ended
Guard
Has a
waypoint
Combat
Timer
In
FOV
At
destination
Search
Goto
Target
Lost
In
FOV
Collision
Follow
In
FOV
Not in
FOV
In
FOV
Patrol
Results
• Actual game demo achieved using the two
most common AI tehcniques: A* and FSM
in a game scenario
Conclusion
• Pros
– Objectives achieved
– Overall methodology
– Reflection system
• Cons
–
–
–
–
Data-driven system not complete
Some performance issues
Need different behaviours
Need an event-system
Future enhancements
•
•
•
•
•
•
•
Scripting
More behaviours
Agents’ memory
Dynamic pathfinding
Navigational meshes
More advanced Toolsets
…