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GAME DESIGN:ALGORITHM DMS 316. WHAT IS AN ALGORITHM? A step by step procedure for calculations. Pattern Input -> output.

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Presentation on theme: "GAME DESIGN:ALGORITHM DMS 316. WHAT IS AN ALGORITHM? A step by step procedure for calculations. Pattern Input -> output."— Presentation transcript:

1 GAME DESIGN:ALGORITHM DMS 316

2 WHAT IS AN ALGORITHM? A step by step procedure for calculations. Pattern Input -> output

3 ALGORITHM EXISTS EVERYWHERE Military Computer/programs Medical field Life GAME

4 ALGORITHMS IN GAME Fun – Casual / Adventure Game (P v E – Player Versus Environment) Competitive - Professional / Semi-pro Game (P v P – Player Versus Player)

5 ALGORITHMS IN (PVE) GAMES The Fixed Algorithms made by game designers to challenge players The Counter Algorithms created by players to beat the challenges

6 The Fixed Algorithms: Boss Spells (its purpose to stop player’s adventure) The Counter Algorithms: Raid Strategies (its purpose to beat the boss and continue the adventure) Fun?

7 ALGORITHMS IN (PVP) GAMES COMPLEX! (I believe this is what creates the Competitive and Intense atmosphere) Balance is a BIG challenge. (The algorithm has to make sure no other-side is over-powered) The division between player’s skill and the algorithm (avoid to create a game that’s to hard to begin”) Character / Hero / Avatar’s advantage (avoid players to think “ you win because you picked that hero”) Smart player’s strategies (After tournaments, Designer has to decide to Nerf or Buff)

8 MOBA- multiplayer online battle arena Heroes Usually controls one unit (hero) Defense of the Ancients (Dota-$10m), League of Legends(LOL-$2m) RTS – real time strategy Unique Troops (like our military) Usually controls more than 100 units Start-Craft (SC-$1.6m), Ages of Empire Besides the intensity, the awards and fames from wining the world-championships are other reasons why these two types of games gained popularity.

9 GENETIC ALGORITHM Used in almost all the RTS, MOBA games Is a fast problem-solving algorithm that mimics the process of natural selection Tries to create the “no strongest” atmosphere by setting up chain relationships between each unique units. For example 1 counters-> 2 counters -> 3 counters ->1 Mutation Rates: the out-puts of unique units AND unique upgrades/equipment's Feed Forward Neural Network: the neutral force (resource that players need to fight for) Activation Function: usually follows a sequence of phases- early game, mid game, late game.

10 REFERENCE http://www.ijcaonline.org/proceedings/icrtitcs2012/number10/10320-1465 http://ieeexplore.ieee.org/xpl/login.jsp?tp=&arnumber=6120766&url=http%3A%2F%2Fieeexplore.ieee. org%2Fxpls%2Fabs_all.jsp%3Farnumber%3D6120766 http://ieeexplore.ieee.org/xpl/login.jsp?tp=&arnumber=6120766&url=http%3A%2F%2Fieeexplore.ieee. org%2Fxpls%2Fabs_all.jsp%3Farnumber%3D6120766 Evolutionary Artificial Intelligence for MOBA/ RTS, College of Science of Commerce, Univierty of Mumbai – Siddhesh V. Kolwankar


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