1 CO2301 - Games Development 1 Week 2 Game Agents Gareth Bellaby.

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Presentation transcript:

1 CO Games Development 1 Week 2 Game Agents Gareth Bellaby

2 Introduction

3 AI systems Two ways to think about implementing AI in a game: 1.Abstract controller, e.g. routines. 2.Game Agent, e.g. something situated within, and interacting with, the game world. These are not mutually exclusive. These are alternatives.

4 Abstract Controllers

5 Abstract Controller Abstract controller. An example of this approach would be a decision making module which sits outside the game world. For example a strategy game (real-time or turn- based) would typically be implemented using a controller. The controller uses routines in order to make decisions. The controller is abstract because it is not an agent within the game world. It reasons using abstractions of the game data.

6 Abstract Controller For example, production rules. IF no fishing boats AND access to water AND wood stores exceed 10 units of wood THEN build fishing boat Example here is from a game such as Civilization or Age of Empires. Return to production rules and some other "routine" based approaches next year.

7 Two approaches 1.Abstract controller (routines). 2.Game agent. A character in the game world. Autonomous or semi-autonomous. Uses a biological structure. Something more akin to a human player, indeed it is the approach used when we want to mimic a human player, e.g. in an FPS. Many of the techniques are used with both approaches, e.g. pathfinding. A game agent in a FPS would employ pathfinding to move to the player. A unit in a RTS would employ pathfinding to move to a resource. The boundaries are flexible. The two approaches can overlap, e.g. in group AI.

8 Game Agents

9 Agent (Actor) Common phrase in the AI literature is "Intelligent Agent". Sometimes you'll read "Software Agent". In games I've come across both "Game Agent" and "Game Actor". I'll stick with the phrase "Game Agent". Agents bring together AI representation and routines, physical representation, graphical representation. One typical goal within game development is the production of an intelligent agent.

10 Definition of an Intelligent Agent "An agent is anything that can be viewed as perceiving its environment through sensors and acting upon that environment through actuators." Russell & Norvig, Artificial Intelligence, (2nd ed.) You'll find a lot of material about Agents within the AI literature. Chapter 2 of Russell & Norvig is a good place to start. The whole book can be said to be informed by the intelligent agent approach within AI. It has informed much of the discussion in this lecture.

11 Intelligent Agents Agent TypePerformance Measure (goal) EnvironmentActuatorsSensors Medical diagnosis system Healthy patient, minimise costs Patient, hospital, staff Questions, tests, diagnoses, treatments, referrals Keyboard entry of symptoms, findings, patient's answers Refinery controller Maximise purity, yield safety Refinery operators Valves, pumps, heaters, displays Temperature, pressure, chemical sensors Interactive English tutor Maximise student's test score Students, testing agency Exercises, suggestions, corrections Keyboard entry Russell & Norvig, Artificial Intelligence, (2nd ed.)

12 Racing driver agent Agent Type Performance Measure (goal) EnvironmentActuatorsSensors racing driver safe, fast, minimise tire-wear, brake-wear and fuel track, other cars, weather steering, accelerator, brake, gear change vision, mirror, speedometer, rev. counter, lap counter

13 Basic Game Agent loop sense act think

14 Game Agent with Memory sense act think memory

15 Software Agents Rational action depends on... A performance measure of success, i.e. numerical data. The agent's perceptual history. The agent's memory. What the agent knows about the environment. The actions the agent can perform. Agent = architecture + program

16 Some Characteristics Agents are "situated". An agent exists in a world. An agent is sensitive to its environment (sensitive == "it senses"). An agent is not omniscient. It does not have total knowledge of its world. Agents are "interactional". Agents interact with the world. Agents interact with each other. In this sense, agents can be seen to be "social". The use of game agents can give rise to emergent behaviour.

17 Some Characteristics Agents are "autonomous". Autonomy = "self- governing" If the agent's actions are entirely based on built-in knowledge then it lacks autonomy. One goal is autonomous or semi- autonomous agents. Agents are "flexible". An agent responds to its environment. An agent can have goals and desired states.

18 Some types of Agent Reflex agents respond immediately to percepts. For example, if the car in front is braking then hit own brakes. (Percept: "the representation of what is perceived".) Goal-based agents act to achieve their goals (including searching and planning). For example, reach the target location. Utility-based agents try to maximise their own "happiness" (if one world state is preferred to another then it has a higher utility). For example, being in front in a race is a preferred state.