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Cellular Automata and Game Design By Pete Strader
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Game and Media Design Procedural Generation Cellular Automata Game of Life Simple state Sheep vs. Wolves Mathematical Model Orcs V.S. Elves Orcs V.S. Elves Future Work Sources Topic Points
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The development process of CG content The world The AI (characters) The Storyline Saves time and money Game and Media Design of Video Games
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Used in graphics and AI Fractals Land Scape Geometry Purlin Noise Texture Pseudo-Random Variables Cellular Automata AI Behavior AKA: Agents, NPC, or Mobs Procedural Generation Content Generated Algorithmically
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Generated Examples Geography Vegetation Architecture
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Method of discrete modeling Demonstrates the macro in the micro Feedback machine Standard form A grid of cells States of On / Off Cell relationships Rules dictate the behavior of cells Ex: Game of Life Cellular Automata
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Game of Life John Conway (1970) Any live cell with fewer than two live neighbors dies, as if caused by under-population. Any live cell with two or three live neighbors lives on to the next generation. Any live cell with more than three live neighbors dies, as if by overcrowding. Any dead cell with exactly three live neighbors becomes a live cell, as if by reproduction
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If a cell has an open space to the right, it propagates to that cell If a cell has an open space to the left, it lives Each step follows: Birth Phase Death Phase Simple One Dimension Peter Strader (2013)
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One Dimension, Two States
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Two competing organisms No longer cells but free moving agents Predator vs. Prey Predator vs. Prey Wolves eat sheep Sheep eat grass Sheep vs. Wolves Where Cellular Automata Meets Random Movement
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Eigen values are: λ = α,-γ Therefore there exists a system we can model ΔS = α*S-β*S*W || ΔW=ε*S*W-γ*W dS/dt = S(α-βW) || dW/dt = W(εS-γ) dW/dS = W(εS-γ)/ S(α-βW)
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S(α-βW)dW = W(εS-γ)dS (α-βW)(1/W)dW = (εS-γ)(1/S)dS (α-βW)(1/W)dW - (εS-γ)(1/S)dS = 0 ɸ (S,W) = αLog(W)-βW – εS-γLog(S) = A
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Predator vs. Predator Predator vs. Predator Both eat each other Stop when stamina is low Operation Clever Sheep Maniacal laugh …
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Therefore our Eigenvalues are: λ = 0,0 (dW/dS)=(dW/dt)(dS/dt) = (ΔW /ΔS) = 1. Our point of contention is the one to one tie line
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Study of the Tie-Line 100 Sheep100 Wolves Wolves25/60 Sheep32/60 Tie3/60 1 Sheep1 Wolf Wolves12/60 Sheep18/60 Tie30/60 1 Wolf1 sheep Wolves11/60 Sheep11/60 Tie38/60
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Orcs V.s. Elves Orcs V.s. Elves Visual tracking Skirmish fighting Equal chance of kill Die from over exhaustion Wants: Ranged Attacks Flocking/Tactic Reinforcements Orcs V.s Elves Battle Simulator
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Expand on code for battle simulator Add Reinforcements Study battle outcomes Add Tactics Future Work
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Sources Nicholas F. Britton, Essential Mathematical Biology, Springer (2003), pg. 54 Peigen, Jürgens, and Saupe, Chaos and Fractals, New Frontiers of Science, Springer (1996), pg. 412 NetLogo 5.0.4, (2013) Miguel Cepero, Procedural World, http://procworld.blogspot.com/ (2013) http://procworld.blogspot.com/ Massive Software (2013) Massive Software
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