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A Game AI Case Study Greg Alt Surreal Software galt@eskimo.com
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The Suffering: Prison is Hell Surreal Software, 2004 Hierarchical Behavior System Movement Graph and Pathfinding Movement and Animation Demo
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Hostility KillEnemies KillObject KillMelee MeleeCombatReposition MoveTo FollowPath SimpleMoveTo MovementAnim ArriveSteer FlankingSteer Hierarchical Behavior System Each NPC has a tree of current behaviors Each behavior is a C++ class Behaviors share common interface
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Behavior Variation Designer-specified constants Alternate behaviors for different NPC-types BehaviorChangers to change root behavior dynamically Mixture of scripted and autonomous behavior
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It’s All Fine Until You Get Shot External interruptions complicate things Hit-Reaction must restore high-level state Solution: push whole tree onto stack Push member function handles invalidated behaviors
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Movement Graph and Pathfinding Nodes – 3D squares with scale and rotation Edge Regions – convex hull of 2 nodes Pathfinding – A* between 2 edge regions
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Paths Aren’t Just for Moving From A to B Fast pathfinding allowed multiple uses: Accurate distance check Evasion paths Burrower flyby behavior NPCs leading player X X X
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Movement and Animation “Intelligent Movement Animation for NPCs” in AI Game Programming Wisdom 2 Steering behaviors are children of SimpleMoveTo behavior Weighted average of steering accelerations Velocity determines translation and animation
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Conclusion Hierarchical Behavior System Movement Graph and Pathfinding Movement and Animation
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The Suffering: a Game AI Case Study Greg Alt Surreal Software galt@eskimo.com http://www.eskimo.com/~galt
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