CS140-FSMinGames
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Transcript CS140-FSMinGames
Artificial Intelligence and
Computer Games
Dr. John Laird
University of Michigan
Modifications by
Roger Webster, Ph.D.
Different Practices of AI
• The study of “rational” behavior and processing.
• The study of human behavior and cognitive processing.
• The study of other approaches: neural, evolutionary.
• Computational models of component processes:
knowledge bases, inference engines, search techniques,
machine learning techniques.
• Understanding the connection between domains &
techniques.
• Computational constraints vs. desired behavior.
• Application of techniques to real world problems.
Roles of AI in Games
• Opponents
• Teammates
• Strategic Opponents
• Support Characters
• Autonomous Characters
• Commentators
• Camera Control
• Plot and Story Guides/Directors
Goals of AI action game opponent
• Provide a challenging opponent
• Not always as challenging as a human -- Quake monsters.
• Not too challenging.
• Should not be superhuman in accuracy, precision, sensing, ...
• Should not be too predictable.
• Through randomness.
• Through multiple, fine-grained responses.
• Through adaptation and learning.
AI Agent in a Game
• Define an API for agents: sensing and acting.
• Each time through control loop, update each agent
• Encapsulate all agent data structures.
• And so agents can’t trash each other or the game.
• Share global data structures on maps, etc.
Agent 1
Agent 2
Player
Game
Structure of an Intelligent Agent
• Sensing: perceive features of the environment.
• Thinking: decide what action to take to achieve its
goals, given the current situation and its knowledge.
• Acting: doing things in the world.
Thinking has to make up for limitations in sensing and
acting.
The more accurate the models of sensing and acting,
the more realistic the behavior.
Sensing Limitations & Complexities
• Limited sensor distance
• Limited field of view:
• Must point sensor at location and keep it on.
• Obstacles
• Complex room structures
• Detecting and computing paths to doors
• Noise in sensors
• Different sensors give different information and have
different limitations.
• Sound: omni-directional, gives direction, distances, speech, ...
• Vision: limited field of view, 2 1/2D, color, texture, motion, ...
• Smell: omni-directional, chemical makeup.
Simple Behavior
• Random motion
• Just roll the dice to pick when and which direction to move
• Simple pattern
• Follow invisible tracks: Galaxians
• Tracking
• Pure Pursuit: Move toward agent’s current position
• Heat seeking missile
• Lead Pursuit: Move to position in front of agent
• Collision: Move toward where agent will be
• Weave: Every N seconds move X degree off opponent’s
bearing
• Spiral: Head 90-M degrees off of opponent’s bearing
• Evasive – opposite of any tracking
Random
Simple Patterns
Pure Pursuit
Lead Pursuit
Collision
Moving in the World: Path
Following
• Just try moving toward goal.
Goal
Source
Problem
Goal
Source
Create Avoidance Regions
Goal
Source
Indoors - Nodes
Run
Attack
Pickup
Die
Path Planning
• Find a path from one point to another using an internal
model
• Satisfying: Try to find a good way to achieve a goal
• Optimizing: Try to find best way to achieve goal
Path Finding
3
4
10
5
7
2
7
2
3
5
1
7
5
6
2
2
6
6
5
1
3
8
3
2
2
4
2
2
0
Analysis
• Find the shortest path through a maze of rooms.
• Approach is A*:
• At each step, calculate the cost of each expanded path.
• Also calculate an estimate of remaining cost of path.
• Extend path with the lowest cost + estimate.
• Cost can be more than just distance:
•
•
•
•
•
Climbing and swimming are harder (2x)
Monster filled rooms are really bad (5x)
Can add cost to turning – creates smoother paths
But must be a numeric calculation.
Must guarantee that estimate is not an overestimate.
• A* will always find shortest path.
Goals
• Exposure to AI on tactical decision making
•
•
•
•
•
Not state-of-the-art AI, but relevant to Computer Games
Concepts not code
Analysis of strengths and weaknesses
Pointers to more detailed references
Enough to be “dangerous”
• What’s missing?
•
•
•
•
Sensing models
Path planning and spatial reasoning
Scripting languages
Teamwork, flocking, (see boids by Craig Reynolds
www.red3d.com)
• Personality, emotion, …
• How all of these pieces fit together
Planning
•
Variety of AI decision-making techniques:
1.
2.
3.
4.
5.
6.
7.
Finite-state Machines
Decision Trees
Neural Networks
Genetic Algorithms
Rule-based Systems
Fuzzy Logic
Planning Systems
•
Context of a simple game scenario
•
Implementation issues
•
Evaluate their strengths and weaknesses
Types of Behavior to Capture
• Wander randomly if don’t see or hear an enemy.
• When see enemy, attack
• When hear an enemy, chase enemy
• When die, respawn
• When health is low and see an enemy, retreat
Execution Flow of an AI Engine
Can be extremely expensive
Sense
Can be modulated by “think”
Finite-state machines
Decision trees
Neural nets
Think
Fuzzy logic
Rule-based systems
Planning systems
Act
Finite State Machines
John Laird and Michael van Lent
University of Michigan
AI Tactical Decision Making Techniques
Modifications by
Roger Webster, Ph.D.
Example FSM
Events:
Attack
E, -D
E=Enemy Seen
S=Sound Heard
E
E
-E
E
Wander
-E, -S, -D
D=Die
D
Chase
S, -E, -D
S
-S
D
D
-E
Code
…
S
Spawn
D
…
Action (callback) performed when a transition occurs
Example FSM
Events:
Attack
E, -D
E=Enemy Seen
S=Sound Heard
E
E
-E
E
Wander
-E, -S, -D
D=Die
D
Chase
S, -E, -D
S
-S
D
D
-E
S
Spawn
D
Problem: No transition
from attack to chase
Example FSM - Better
Attack
E, -D, -S
S
Attack-S
E, -D, S
-S
E
D
E
-E
-E
E
Wander
-E, -S, -D
D
Chase
S, -E, -D
S
-S
D
D
-E
S
Spawn
D
Events:
E=Enemy Seen
S=Sound Heard
D=Die
Example FSM with Retreat
Attack-ES
E,-D,S,-L
S
Attack-E
E,-D,-S,-L
-S
L
Retreat-S
-E,-D,S,L
L
-L
E
-E
E E
Wander-L
-E,-D,-S,L
L
-L
-L
E
L
Retreat-ES
E,-D,S,L
-S
-L
Events:
E=Enemy Seen
S=Sound Heard
D=Die
L=Low Health
S
-E
Wander
-E E
-E,-D,-S,-L
D D
D
D
Spawn
D
(-E,-S,-L)
S
Chase
-E,-D,S,-L
Retreat-E
E,-D,-S,L
Each feature with
N values can
require N times as
many states
Extended FSM: Save Values
L
Attack
E, -L
Retreat
L
-L
-S
E
D
E
L
Events:
E=Enemy Seen
S=Sound Heard
D=Die
L=Low Health
-E
E
Chase
S,-L
Wander S
-E,-D,-S
-E
D
D
D
Spawn
D
(-E,-S,-L)
S
Maintain memory of
current values of all
events – transition
event on old events
Augmented FSM:
Action on Transition
L
Action
Attack
E, -L
Retreat
L
-L
-S
E
D
E
L
Events:
E=Enemy Seen
S=Sound Heard
D=Die
L=Low Health
-E
Execute action
during transition
E
Chase
S,-L
Wander S
-E,-D,-S
-E
D
D
D
Spawn
D
(-E,-S,-L)
S
Hierarchical FSM
• Expand a state into its own FSM
Attack
E/-E
Wander
Pick-up
Powerup
S/-S
Chase
Start
Turn Right
Go-through
Door
Die
Spawn
Non-Deterministic Hierarchical
FSM (Markov Model)
Wander
No enemy
Attack
Approach
Aim &
Slide Right
& Shoot
.3
Aim &
Slide Left
& Shoot
.3
.4
.3
.3
Start
.4
Aim &
Jump &
Shoot
Die
Start
Simple Implementation
• Compile into an array of state-name, event
• state-name := array[state-name] [event]
• Uses state-name to call execution logic
• Add buffers to queue up events in case get
simultaneous events
• Hierarchical
• Create array for every FSM
• Have stack of states
• Classify events according to stack
• Update state which is sensitive to current event
event
state
Extended & Augmented
• Use C++ class for states
• Methods for actions and transitions
FSM Evaluation
• Advantages:
• Very fast – one array access
• Can be compiled into compact data structure
• Dynamic memory: current state
• Static memory: state diagram – array implementation
• Can create tools so non-programmer can build behavior
• Non-deterministic FSM can make behavior unpredictable
• Disadvantages:
• Number of states can grow very fast
• Exponentially with number of events: s=2e
• Number of arcs can grow even faster: a=s2
• Hard to encode complex memories
• Propositional representation
• Difficult to put in “pick up the better weapon”, attack the closest enemy
General References
• AI
• Deloura, Game Programming Gems, Charles River Media,
2000, Section 3.0 & 3.1, pp. 221-248.
• Russell and Norvig: Artificial Intelligence: A Modern
Approach, Prentice Hall, 1995.
• Nilsson, Artificial Intelligence: A New Synthesis, Morgan
Kaufmann, 1998.
• AI and Computer Games
• LaMothe: Tricks of the Windows Game Programming Gurus,
SAMS, 1999, Chapter 12, pp. 713-796.
• Deloura, Game Programming Gems, Charles River Media,
2000, Section 3, pp. 219-350.
• www.gameai.com
• www.gamedev.net/