CSCE 552 Spring 2012 AI (III) & Multiplayer By Jijun Tang
Searching for a Path A path is a list of cells, points, or nodes that an agent must traverse A pathfinding algorithm finds a path From a start position to a goal position The following pathfinding algorithms can be used on Grids Waypoint graphs Navigation meshes
Criteria for Evaluating Pathfinding Algorithms Quality of final path Resource consumption during search CPU and memory Whether it is a complete algorithm A complete algorithm guarantees to find a path if one exists
PathPlannerApp Demo
Characteristics of Grids Fast look-up Easy access to neighboring cells Complete representation of the level
Waypoint Graph A waypoint graph specifies lines/routes that are “ safe ” for traversing Each line (or link) connects exactly two waypoints
Navigation Meshes (continued)
Example—No Rotation
Resulted Path
Example 2—With Rotation
Random Trace Simple algorithm Agent moves towards goal If goal reached, then done If obstacle Trace around the obstacle clockwise or counter-clockwise (pick randomly) until free path towards goal Repeat procedure until goal reached
Random Trace (continued) How will Random Trace do on the following maps?
Random Trace Characteristics Not a complete algorithm Found paths are unlikely to be optimal Consumes very little memory
A* Pathfinding Directed search algorithm used for finding an optimal path through the game world Used knowledge about the destination to direct the search A* is regarded as the best Guaranteed to find a path if one exists Will find the optimal path Very efficient and fast
Understanding A* To understand A* First understand Breadth-First, Best-First, and Dijkstra algorithms These algorithms use nodes to represent candidate paths
Class Definition class PlannerNode { public: PlannerNode *m_pParent; int m_cellX, m_cellY;... }; The m_pParent member is used to chain nodes sequentially together to represent a path
Data Structures All of the following algorithms use two lists The open list The closed list Open list keeps track of promising nodes When a node is examined from open list Taken off open list and checked to see whether it has reached the goal If it has not reached the goal Used to create additional nodes Then placed on the closed list
Overall Structure of the Algorithms 1. Create start point node – push onto open list 2. While open list is not empty A. Pop node from open list (call it currentNode) B. If currentNode corresponds to goal, break from step 2 C. Create new nodes (successors nodes) for cells around currentNode and push them onto open list D. Put currentNode onto closed list
Breadth-First Finds a path from the start to the goal by examining the search space ply-by-ply
Breadth-First Characteristics Exhaustive search Systematic, but not clever Consumes substantial amount of CPU and memory Guarantees to find paths that have fewest number of nodes in them Not necessarily the shortest distance! Complete algorithm
Best-First Uses problem specific knowledge to speed up the search process Head straight for the goal Computes the distance of every node to the goal Uses the distance (or heuristic cost) as a priority value to determine the next node that should be brought out of the open list
Best-First (continued)
Situation where Best-First finds a suboptimal path
Best-First Characteristics Heuristic search Uses fewer resources than Breadth- First Tends to find good paths No guarantee to find most optimal path Complete algorithm
Dijkstra Disregards distance to goal Keeps track of the cost of every path No guessing Computes accumulated cost paid to reach a node from the start Uses the cost (called the given cost) as a priority value to determine the next node that should be brought out of the open list
Dijkstra Characteristics Exhaustive search At least as resource intensive as Breadth-First Always finds the most optimal path Complete algorithm
Example
A* Uses both heuristic cost and given cost to order the open list Final Cost = Given Cost + (Heuristic Cost * Heuristic Weight)
A* Characteristics Heuristic search On average, uses fewer resources than Dijkstra and Breadth-First Admissible heuristic guarantees it will find the most optimal path Complete algorithm
Example
Start Node and Costs F=G+H
First Move
Second Move
Cost Map
Path
Pathfinding with Constraints
More Example
Multiplayer Modes: Event Timing Turn-Based Easy to implement Any connection type Real-Time Difficult to implement Latency sensitive
Multiplayer Modes: Shared I/O Input Devices Shared keyboard layout Multiple device mapping Display Full Screen and Screen Swap Split Screen
Split Screen
Multiplayer Modes: Connectivity Non Real-Time Floppy disk net Database Direct Link Serial, USB, IrD, … (no hops) Circuit Switched (phones) Dedicated line with consistent latency Packet Switched Internet Shared pipe
Protocols: Protocol Design Packet Length Conveyance Acknowledgement Methodology Error Checking / Correcting Compression Encryption Packet Control
Protocols: Packets Packets Header = Protocol Manifest Payload Gottchas Pointers Large/Variable Size Arrays ADTs Integer Alignment Endian Order Processor dependant Intrinsic Types (int and long) Unicode vs. ASCII Strings
Protocols: Request for Comments RFC web site Protocol Specifications Definitive Resource Public Criticism Future Protocols
Example Packets IP Packet TCP Packet
Protocol Stack: Open System Interconnect
Another View
Protocol Stack: Physical Layer Bandwidth Width of data pipe Measured in bps = bits per second Latency Travel time from point A to B Measured in Milliseconds You cannot beat the physics The Medium Fiber, FireWire, IrD, CDMA & other cell Serial USB 1&2 ISDNDSLCable LAN 10/100/1G BaseT Wireless a/b/g Power Line T1 Speed (bps) 20K 12M 480M 128k 1.5M down 896K up 3M down 256K up 10M 100M 1G b=11M a,g=54M 14M1.5M Table: Max Bandwidth Specifications
Protocol Stack: Data Link Layer Serializes data to/from physical layer Network Interface Card (NIC) Ethernet MAC Address
Protocol Stack: Network Layer Packet Routing Hops Routers, Hubs, Switches Internet Protocol (IP) Contains Source & Destination IP Address IPv4 Widespread Infrastructure IPv6 Larger IP address
Protocol Stack: Network Layer: IP Address Unicast Static DHCP Multicast Requires multicast capable router Broadcast Local Directed Loop Back Send to self
Protocol Stack: Network Layer: DNS Domain Name Service Converts text name to IP address Must contact one or more DNS servers to resolve Local cache resolution possible Game Tips Store local game cache to use when DNS out of order. DNS resolution often slow, use cache for same day resolution.
DNS
Protocol Stack: Transport Layer Manage data deliver between endpoints Error recovery Data flow TCP and UDP used with IP Contains Source and Destination Port TCP is connection-oriented, UDP is connectionless Port + IP = Net Address Port Range = 0-64k Well known Ports 0-1k
Protocol Stack: Transport Layer: TCP Guaranteed Correct In Order Delivery Acknowledgement system: Ack, Nack, Resend Checksum Out of Band Connection Required Packet Window Packet Coalescence (united) Keep Alive Streamed Data User must serialize data
Protocol Stack: Transport Layer: UDP Non Guaranteed Delivery No Acknowledgement system May arrive out of order Checksum Not Connected Source not verified Hop Count Limit = TTL (time to live) Required for Broadcasting Datagram Sent in packets exactly as user sends them
TCP/UDP Comparison
Protocol Stack: Session Layer Manages Connections between Apps Connect Terminate Data Exchange Socket API live at this layer Cross platform Cross language
Protocol Stack: Session Layer: Sockets Based on File I/O File Descriptors Open/Close Read/Write Winsock Provides standard specification implementation plus more Extension to spec prefixed with “ WSA ” Requires call to WSAStartup() before use Cleanup with WSAShutdown()
Protocol Stack: Session Layer: Socket Design Modes Blocking Non-Blocking Standard Models Standard Select Extended Models Windows WSAEventSelect I/O Completion Ports Unix Poll Kernel Queues
Socket Programming
Socket Programming-2
Socket Programming -3
Socket Programming -4
Protocol Stack: Presentation Layer Prepares App Data for Transmission Compression Pascal Strings String Tables Float to Fixed Matrix to Quaternion Encryption Endian Order When used cross platform or cross language Serialize Pointers Variable Length Arrays
Endian Order
Protocol Stack: Presentation Layer: Buffering Packet Coalescence Induced Latency Dead Data Large Packets
Protocol Stack: Application Layer Handles Game Logic Update Models Input Reflection State Reflection Synchronization Dead Reckoning AI Assist Arbitration
Real-Time Communications: Connection Models Broadcast Good for player discovery on LANs Peer to Peer Good for 2 player games Client / Server Good for 2+ player games Dedicated lobby server great for player discovery
Real-Time Communications: Peer to Peer vs. Client/Server BroadcastPeer/PeerClient/Server Connections0 Client = 1 Server = N N = Number of players BroadcastPeer/PeerClient/Server Send1N-1 Client = 1 Server = N ReceiveN-1 Client = 1 Server = N
Security: Encryption Goals Authentication Privacy Integrity
Security: Encryption Methods Keyed Public Key Private Key Ciphers Message Digest Certificates IPSec (Internet Protocol Security)
IPSec
Security: Copy Protection Disk Copy Protection Costly Mastering, delay copies to ensure first several months ’ sale Invalid/Special Sector Read Code Sheets Ask code from a line in a large manual Watermarking
Security: Execution Cryptography Code Obfuscation Strip Symbols: int numOfPlayer; int a1; Heap Hopper Move sensitive data around in the heap to avoid snapshots Stack Overrun Execution Check for buffer overflow Timer Hacking Do not allow time to change backward DLL Shims
Privacy Critical data should be kept secret and strong encrypted: Real name Password Address/phone/ Billing Age (especially for minors) Using public key for transforming user name and password
Security: Firewalls Packet Filter Allow a packet based on its headers Proxies Check contents Circuit Gateways Setup secure sessions
Security: Firewalls: Network Address Translation
Security: Firewalls: NAT Traversal Port Forwarding Port Triggering DMZ Determining WAN IP
Summary: Further Study Socket Programming Serial Communication Server Design Network Gear & Infrastructure VOIP Tools of the Trade Unit & Public Beta Testing Middleware Databases Web Development Asynchronous Programming