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Artificial Intelligence for Games Lecture 1 1 Minor Games Programming
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2 Artificial Intelligence for Games Introduction to game AI (self study) Theory: Moving Game Agents Jan Verhoeven j.verhoeven@windesheim.nl
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Game AI Game AI is not a subset of AI Game AI ◦ often covers techniques that are not considered “AI-like” AI ◦ uses techniques impractical in a game context AI Game AI
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What is Game AI? Analogy ◦ game AI is to "real" AI as ◦ stage design is to architecture The goal of game AI is to give the impression of intelligence ◦ to avoid the impression of stupidity ◦ to provide a reasonable challenge for the player
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Challenge It is very possible to make the computer too smart ◦ think: driving game or a chess game The task of AI is to support the experience ◦ many compromises from “optimal” required
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Not dumb It is surprisingly hard to make the computer not dumb ◦ “Why are computers so stupid?” ◦ especially with limited computational resources Example ◦ Humans are good at navigating complex 3-D environments ◦ Doing this efficiently is (still) an unsolved problem in AI
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But Game AI is the future of games Many designers see AI as a key limitation ◦ the inability to model and use emotion ◦ the inability of games to adapt to user’s abilities ◦ the need for level designers to supply detailed guidance to game characters
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8 Study book Literature: Mat Buckland Programming Game AI by Example http://www.ai-junkie.com
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What we will cover Finite-state machines (Previous Knowledge !!) ◦ the most basic technique for implementing game AI ◦ fundamental to everything else Steering behaviors ◦ basic behaviors for avoiding stupidity while navigating the world Path planning ◦ the surprisingly tricky problem of getting from point A to point B Action planning ◦ assembling sequences of actions Fuzzy logic ◦ reasoning by degrees
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10 Today's Theory: Moving Game Agents, (see study book: chapter 3) What is an Autonomous Agent? Steering Behaviors Group Behaviors Combining Steering Behaviors Spatial Partitioning Smoothing
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11 Movement Two types ◦ Reactive movement ◦ Planned movement
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Steering behaviors Tendencies of motion ◦ that produce useful (interesting, plausible, etc.) navigation activity ◦ by purely reactive means ◦ without extensive prediction Pioneering paper ◦ Reynolds, 1999
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Examples I want the insect monsters to swarm at the player all at once, but not get in each other's way. I want the homing missile to track the ship and close in on it. I want the guards to wander around, but not get too far from the treasure and not too close to each other. I want pedestrians to cross the street, but avoid on- coming cars.
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Steering behavior solution Write a mathematical rule ◦ that describes accelerations to be made ◦ in response to the state of the environment Example: "don't hit the wall" ◦ generate a backwards force inversely proportional to the proximity of the wall ◦ the closer you get, the more you will be pushed away ◦ if you're going really fast, you'll get closer to the wall, but you'll slow down smoothly
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Combining forces Behaviors can be combined by ◦ summing the forces that they produce Example: follow ◦ I want the spy to follow the general, but not too close ◦ two behaviors go to general's location creates a force pointing in his direction not too close a counter-force inverse proportion to distance ◦ where the forces balance is where spy will tend to stay
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16 Steering Behaviors: Physics Model Simple Vehicle Model ◦ orientation, mass, position, velocity ◦ max_force, max_speed Forward Euler Integration ◦ steering_force = truncate (steering_dir, max_force) ◦ acceleration = steering_force / mass ◦ velocity = truncate (velocity + acceleration, max_speed) ◦ position = position + velocity Read Only Page
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17 Steering Behaviors: Seek and Flee Seek – Steer toward goal Seek Flee – Steer away from goal Flee Steering force is the difference between current velocity and desired velocity ◦ Blue is steering force, magenta is velocity
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18 Steering Behaviors: Pursue and Evade Based on underlying Seek and Flee Pursue – Predict future interception position of target and seek that point Pursue Evade – Use future prediction as target to flee from Evade (Another Chase and Evade demo)Chase and Evade
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19 Steering Behaviors: Wander Wander Type of random steering with long term order ◦ Steering is related from one frame to another ◦ Maintains state Red dot is wander direction ◦ Constrained to be on black circle ◦ Randomly moves within white circle each frame
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20 Steering Behaviors: Arrival Arrival Goal to arrive at target with zero velocity Red circle is maximum distance before slowing down
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21 Steering Behaviors: Obstacle Avoidance Obstacle Avoidance Obstacle Avoidance White box is future path Steering force strictly left or right Braking force stronger as collision gets closer
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Obstacle avoidance II Basic idea ◦ project a box forward in the direction of motion think of the box as a "corridor of safety" ◦ as long as there are no obstacles in the box motion forward is safe To do this ◦ find all of the objects that are nearby too expensive to check everything ◦ ignore those that are behind you ◦ see if any of the obstacles overlap the box ◦ if none, charge ahead ◦ if several, find the closest one ◦ this is what we have to avoid
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Obstacle avoidance III Steering force ◦ we want to turn away from the obstacle just enough to miss it ◦ we want to slow down so we have time to correct Need a steering force perpendicular* to the agent's heading ◦ proportional to how far the obstacle protrudes into the detection box Need a braking force anti-parallel to agent's heading ◦ proportional to our proximity to obstacle * http://en.wikipedia.org/wiki/Perpendicularhttp://en.wikipedia.org/wiki/Perpendicular
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24 Steering Behaviors: Hide Hide attempts to position a vehicle so that an obstacle is always between itself and the agent (“the hunter”) it’s trying to hide from Hide
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25 Steering Behaviors: Wall Following Move parallel and offset from gray areas Goal to remain given distance from wall ◦ Predict object’s future position (black dot) ◦ Project future position to wall ◦ Move out from wall set amount from normal ◦ Seek toward new point (red circle)
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26 Steering Behaviors: Path Following Path Following Path Following Path is connected line segments with radius Corrective steering only when varying off of path ◦ Red dot future predicted position ◦ Red circle is closest spot on path ◦ Corrective steering toward white circle farther down path
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27 Combined Steering Behaviors: Group Path Following Path following with separation steering ◦ Combined with weighted sum ◦ Path following has 3 times weight as separation
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28 Combined Steering Behaviors: Leader Following (Group) Combines separation and arrival ◦ Arrival target is a point offset slightly behind the leader ◦ Followers must move out of leader’s future path
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29 Combined Steering Behaviors: Leader Following (Queue) Combines separation and arrival ◦ Each object has a different leader
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30 Combined Steering Behaviors: Unaligned Collision Avoidance Objects moving in all directions (unaligned) Combines containment and avoidance Future collisions predicted and objects steer away from collision site, or speed-up / slow-down
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31 Combined Steering Behaviors: Queuing Seek doorway, Avoid gray walls, Separation from each other, Braking if others nearby or in front
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32 Flocking
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33 Flocking
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34 Flocking
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35 Flocking First demonstrated by Craig Reynolds in his 1987 SIGGRAPH paper and movie ◦ “Flocks, Herds, and Schools: A Distributed Behavior Model” ◦ Film (Stanley and Stella in "Breaking the Ice" Used to give flocks of birds and schools of fish eerily realistic movement Won an Oscar in 1997 for his flocking work ◦ (Scientific and Technical Award) Flocking is an example of emergent behavior (a-life) ◦ Simple individual rules result in complex group behavior ◦ Individual creatures often called “boids” PS2 technical demo OpenSteer demo
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36 Flocking: Three simple rules Separation Alignment Cohesion
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Separation "Don't crowd" Basic idea ◦ generate a force based on the proximity of each other agent ◦ sum all of the vectors Result ◦ Each agent will move in the distance that takes it furthest from others ◦ Neighbors disperse from each other
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Alignment "Stay in step" Basic idea ◦ keep an agent's heading aligned with its neighbors ◦ calculate the average heading and go that way Result ◦ the group moves in the same direction
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Cohesion "Stay together" Basic idea ◦ opposite of separation ◦ generate a force towards the center of mass of neighbors Result ◦ group stays together
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Combining these behaviors We get flocking ◦ different weights and parameters yield different effects animation demo
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Implementation issues Combining behaviors ◦ each steering behavior outputs a force ◦ it is possible for the total force to exceed what an agent's acceleration capacity What to do?
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Combination methods Simplest: Weighted truncated sum, ◦ weight the behaviors, add up, and truncate at max_force ◦ very tricky to get the weights right ◦ must do all of the calculations Better: Prioritization ◦ Evaluate behaviors in a predefined order obstacle avoidance first wander last ◦ Keep evaluating and adding until max_force reached ◦ Problem is getting the fixed priority right Cheaper: Prioritized dithering ◦ Associate a probability with each behavior probabilities sum to 1 ◦ That behavior will get its force applied a certain percentage of the time
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Partitioning We want to calculate the neighbors of each agent ◦ if we look at all agents, n 2 operation ◦ if there are many, many agents, too slow Many techniques for speeding this up ◦ basic idea is to consider only those agents that could be neighbors ◦ carve up space and just look at the relevant bits Very important in other parts of game programming, too ◦ collision detection ◦ view rendering
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Cell-space partition Cover space with a grid Maintain a list of agents in each cell ◦ not that expensive since it is just an x,y threshold test Calculate which grid cells could contain neighbors ◦ check only those agents in the effected cells ◦ O(n)
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Smoothing Jitter occurs when behaviors switch in and out ◦ obstacle avoidance kicks in when objects is in detection box ◦ but other behaviors push back towards obstacle Solution ◦ average the heading over several updates Read study book for a solution or take notice of: http://blogs.msdn.com/shawnhar/archive/2007/04/23/hysteresis.aspx http://blogs.msdn.com/shawnhar/archive/2007/04/23/hysteresis.aspx
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46 Alternative to Flocking: Simple Swarms Computationally simpler Doesn’t enforce separation or interpenetration Example ◦ Hundreds of spiders crawling around, up walls, and dropping from the ceiling – Tom Scutt, Tomb Raider series
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47 Simple Swarms attacking Player Outer zone ◦ If heading toward player: waver heading ◦ If heading away: steer toward player Inner zone ◦ Swirl around player Flee after random amount of time
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48 Swarm Intelligence Technique based on collective behavior in decentralized, self-organized systems ◦ Beni & Wang (1989) Simple agents interact locally Global behavior emerges ◦ Ant colonies ◦ Bird flocking ◦ Animal herding Swarm Robotics ◦ Combining swarm intelligence with robotics
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49 Formations Mimics military formations How is it similar to flocking? How is it different from flocking?
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50 Formations Issues ◦ Is there a leader? ◦ Where do individuals steer towards? ◦ What happens when they turn? ◦ What happens when they change heading by 180 degrees? ◦ What happens when there is a narrow pass? ◦ Formation splitting and reforming?
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51 Math and Physics Do you remember your Math and Physics? If needed: Read and recall chapter 1 of the study book
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52 Steering Behaviors (see demo programs!) Seek Flee Arrive Pursuit Evade Wander Obstacle Avoidance Wall Avoidance Interpose Hide Path Following Offset Pursuit
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53 Group Behaviors (see demo programs!) Separation Alignment Cohesion Flocking
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54 Combining Steering Behaviors (see demo programs!) Weighted Truncated Sum.. With Prioritization Prioritized Dithering Ensuring Zero Overlap
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55 And finally … (see demo programs!) Spatial Partitioning Smoothing
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56 Homeworkpart 1 Homework ◦ Study chapter 3 of your study book. (Study behavior’s description and algorithms; read code, browse math and physics and run demo’s). ◦ Run the demo programs: ◦ Seek, Flee, Arrive, Pursuit, Wander, Obstacle Avoidance, Interpose, Hide, Path Following, Offset Pursuit, Flocking, Non Penetration Constraint and Big Shoal, Another Big Shoal and Another Big Shoal with Smoothing.
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57 Homeworkpart 2 Homework (in couples of 2 students) ◦ Run the amazing program SteeringCS (see blackboard) ◦ Modify this program: ◦ Implement LEADER FOLLOWING and EXPLORE (see Blackboard for details) ◦ You need your solution at next AI practice, so be sure to take your files with you.
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58 Practice The practice will be: Implement “one or more steering behaviors” using the steering C# project of your homework. Which ones will be told…. In same student couples
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