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Dave Pottinger, President/CEO @dcpottinger www.bonusxp.com
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½ AI Programming bits ½ Designer-y stuff ½ Hard/Fun/Sh*tty Lessons Learned Q&A
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Increasingly little;) Making games since 1993 Programmer, Designer, Reluctant Biz Guy
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“…more what you’d call guidelines than actual rules.”
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Sexy – Genetic Algorithms – Neural Nets, Learning Code – Expert Systems – A* Useful – Data driven code – Understandable, reusable code – Good team dev skills – A*
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Unit/Character vs. Player Player AI Questions – Does it have to play a symmetric game? – Can it Cheat? Should it Cheat? – Difficulty levels? – Replayable? – Learning?
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Action system – Idle, Attack, Gather – Animation management Player Commands Entity Logic – Searching, Attack Response Pathfinding & Movement Player AI interface
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Basics – Resource Gathering – Base Construction – Attacking Advanced – Situational Response – Planning & Unit Coordination – Variety, Replay Strategic Layers
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Play the Game Blank files are scary, therefore… “Baby Steps”
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Attack components – Troops (which require buildings & resources) – Target – Path – Timing/Coordination – Difficulty level – Etc This is a HUGE task!
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TLDR: Fake everything;) Phase 1: – Pre-placed troops – Specific target – TASK: Get the troops to attack the target
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Phase 2: – Pre-placed troops – Multiple targets – TASK: Data-drive the target priorities
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Phase 3: – Pre-placed buildings – Cheat the resources – TASK: Train the troops
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Get an End Result ASAP Designers must use it Ingame debug display Love the Iteration
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Like hashtags Blends base types and logical types Lists are precomputed Use everywhere – Searching – Research Prereqs
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Combine individual items Done at load time Makes AI play more “like a human” Faster to search
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Make areas @ load More “human”, etc. Add data Feed into Strategy
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Context Hook – Give Players a way to believe – They will fill in the gaps Some randomness is important No one likes to lose to an AI – Make them sweat – Create excuse options
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AI should be fun for players, not you Build & Iterate, don’t Plan Get it running quickly! Build a good test harness
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Ideally, wait until the game is fun Stick to what you know 90% of effective AI is simple code Everyone should do AI… Yay?
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Structure and Representation are the keys Write defensive logic Don’t be afraid to refactor If you can’t recite A*, you’re doing it wrong
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Learn how to program;) Pick the team’s battles Players will fill in the gaps One exploit ruins everything Exaggerate the AI
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You’ll find – Misplaced game logic – New & exciting ways to break the game – Performance problems – Hard to understand game systems – Multiplayer exploits Automated Testing potential
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Dave Pottinger, President/CEO @dcpottinger www.bonusxp.com
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