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Unreal Tournament Setting and Sample Code. Architecture Unreal Tournament –Commercial game used as a virtual world Parser –Translates text message from.

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Presentation on theme: "Unreal Tournament Setting and Sample Code. Architecture Unreal Tournament –Commercial game used as a virtual world Parser –Translates text message from."— Presentation transcript:

1 Unreal Tournament Setting and Sample Code

2 Architecture Unreal Tournament –Commercial game used as a virtual world Parser –Translates text message from the GB04 to java objects Agent –Here goes the user logic IDE –Plug-in Netbeans development environment 2 /57

3 Installation NetBeans Installation Step 1/9 –http://www.netbeans.org/downloads/index.html 3 /57

4 Installation NetBeans Installation Step 2/9 4 /57

5 Installation NetBeans Installation Step 3/9 5 /57

6 Installation NetBeans Installation Step 4/9 6 /57

7 Installation NetBeans Installation Step 5/9 7 /57

8 Installation NetBeans Installation Step 6/9 8 /57

9 Installation NetBeans Installation Step 7/9 9 /57

10 Installation NetBeans Installation Step 8/9 10 /57

11 Installation NetBeans Installation Step 9/9 11 /57

12 Installation Pogamut2 Installation Step 1/7 12 /57

13 Installation Pogamut2 Installation Step 2/7 13 /57

14 Installation Pogamut2 Installation Step 3/7 14 /57

15 Installation Pogamut2 Installation Step 4/7 15 /57

16 Installation Pogamut2 Installation Step 5/7 16 /57

17 Installation Pogamut2 Installation Step 6/7 17 /57

18 Installation Pogamut2 Installation Step 7/7 18 /57

19 Installation Create Pogamut2 Project Step 1/2 19 /57

20 Installation Create Pogamut2 Project Step 2/2 20 /57

21 Installation Pogamut2 Trouble Shooting –Pogamut2 프로젝트를 생성할 수 없는 경우 21 /57

22 Installation Pogamut2 Trouble Shooting –NetBeans > Tools > Plugins 22 /57

23 Installation Pogamut2 Trouble Shooting 23 /57

24 Installation Pogamut2 Trouble Shooting 24 /57

25 Installation Pogamut2 Trouble Shooting 25 /57

26 Installation Pogamut2 Trouble Shooting 26 /57

27 서버실행 Pogamut2 27 /57

28 서버세팅 MapName –Name of the map you want to run. It's the same as name of the map f ile, without the.ut2 suffix. You can see all the map files in UT2004/Ma ps/ directory Game Type –BotDeathMatch BotTeamGame BotCTFGame BotDoubleDomGame BotBombingRunGame 28 /57

29 프로젝트 생성 29 /57

30 프로젝트 생성 30 /57

31 프로젝트 생성 31 /57

32 서버 접속 32 /57

33 서버접속 33 /57

34 봇 동작 확인 34 /57

35 봇 동작 확인 35 /57

36 봇 동작 확인 36 /57

37 봇 동작 확인 37 /57

38 Class Architecture 38 /57

39 Main Class Body –Bridge between client itself and Unreal Tournament 2004 –Method for agent control Memory –Contain History, which is the storage of all sensory data coming from Body –Implement interface WorldView, RecentMemory, Knowledge and Invertory Inventory –Basically an array of weapon Game map –Module for navigation –Built-in A* algorithm –Provide method for obtaining path to desired location 39 /57

40 Body MoveTo(Location) –simple RUNTO command, input anything that implements ILocated or is lo cation. Stop() –stops the bot immediately TurnHorizontal(amount) –roll is not used for bots. TurnVertical(amount) TurnTo(Location) –target can be again object or location... Jump() Run() – –disables walking Walk() –enables walking 40 /57

41 Navigation safeRunToLocation() GetPath(Target) - target can be location or Ilocated. RunAlongPath(Id of path) RunAlongList(list of Ilocated objects) –will request paths and do everything automaticaly ReachCheck(Target) - anything Ilocated. GetPath() RunAlongListOfILocated(List) nearestWeapon(type) nearestXY() 41 /57

42 Shoot() StopShoot() ChangeWeapon() StopShoot() –stops shooting Shoot(Target, Mode, Time) –how long we should be shooting ShootCharged(Target,Mode) –for charging weapons ChangeWeapon(Weapon) –Weapon in inventory with correct inventoryId ChangeWeaponToBest() – issues UnrealScript commandUnrealScript 42 /57

43 Memory WorldView –Information about what agent currently sees –Internal status Current health, weapon, ammo, visible navigation point, enemies RecentMemory –A bit older information Knowledge –Persistent knowledge about the map 43 /57

44 Code Flow 44 /24 prePrepareAgent() postPrepareAgent() doLogic() shutdownAgent()

45 Sample Code Better… … but what to do if the bot is facing the wall from the beginning ? 45 /57

46 Sample Code Better… … what if the bot lose the player? 46 /57

47 1 인칭 시점 47 /57

48 3 인칭 시점 48 /57

49 노드와 링크 49 /57

50 IDE Interface 50 /57

51 Sample Code 2 51 /57

52 Sample Code 2 52 /57

53 Sample Code 2 53 /57

54 54 /57

55 Quiz http://www.botprize.org/quiz.html 55 /57

56 2008 BotPrize contest The Judging Panel –David Fogel - President of IEEE Computational Intelligence Society –Robert (RJ) Spencer - COO of Interzone Entertainment –Penny Sweetser - senior game designer at 2K Australia and an AI expert –Cam Atkinson - a l33t game player –John Wiese - senior project manager in Special Operations Command Su pport Systems at Thales Australia Human –Andrew Smith –Roderick Baker –Byron Pogson –Keith Johnson –Seb Davidson 56 /57

57 2008 BotPrize contest 57 /57

58 Question


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