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Published byEdith Gilmore Modified over 9 years ago
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Enemy Agent Responding to stimuli in a real time 3D environment
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The Problem To create a a real-time, AI agent in PC computer game ‘Half-Life’ that can respond to a wide array of stimuli in a fast paced environment and be an enjoyable challenge to fight in the game.
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Designing the Agent The concept of a game ‘modification’ and its relation to all areas of modern coding practice. Other research in this area. [2] Modelling behaviours on territorial animals, leading to a focus on non-typical computer game behaviours. [5] Designing the ‘fun factor’; immersion and evoking emotions in a human game player.[1]
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The Plan Basic functionality first style of design.[3] An agent that could respond interestingly to a wide variety of player behaviours rather than just blindly attacking. Putting the intelligence into the environment [4]. Working together with other agents.
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Enemy Agent Class Diagram Red = Completely original to this project Green = Modified for this project Blue = Standard Half-Life class
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The Implementation Using a new language; C++ The challenges and advantages of working with someone else’s code. 3D aspect required relearning of mathematics of trigonometry and vectors. Extensive non coding materials required to get project functioning.
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Agent’s in Action Three key variables control the agents behaviour
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What the project achieved Created a functioning and hopefully fun in- game opponent. Made the in-game opponent display a variety of interesting responses to player driven stimuli. Successfully overcame implementation difficulties to implement the crucial specification requirements.
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Evaluation Some fringe aspects of the specification not completed due to difficulty and time constraints. Learned a huge array of new skills and feel the project was well planned and very satisfactorily delivered. Future work could focus on agents developing learning behaviour and reacting to a wider range of emotional drives, increasing the believability of the agents behaviour.
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Summary Project achieved its key aims. Targeted and background research has achieved excellent understanding of the subject area. Agent was well planned and designed in a very robust way.
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References [1] Agents that Want and Like: Motivational and Emotional Roots of Cognition and Action - Papers from the AISB’05 Symposium by SSAISB Press [2] It knows What You Are Going To Do: Adding anticipation to a Quakebot – By John E. Laird – Published 2001 http://ai.eecs.umich.edu/people/laird/papers/Agents01.pdf available on 21 st April 2005 [3] Game Architecture and Design: A New Edition - Andrew Rollings and Dave Morris - Published 2003 by New Riders [4] Solving the right problem – Neil Kirby, Bell Laboratories – Published 2002 AI Game Programming Wisdom, Charles River Media [5] Territorial intrusion risk and antipredator behaviour: a mathematical model - Diaz- Uriarte R - Proceedings: Biological Sciences, Volume 268, Number 1472 / June 7, 2001
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