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Games and AI

Games and AI. Jonas Lind Game Designer. Games and AI. ITU, September, 2005. Introduction. Io Interactive Hitman 1-3. Freedom Fighters Under production: Hitman 4 Other. Overview. Introduction & overview What we do Process and Workflow The State Machine Scenarios

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Games and AI

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  1. Games and AI Jonas Lind Game Designer Games and AI ITU, September, 2005

  2. Introduction • Io Interactive • Hitman 1-3. Freedom Fighters • Under production: • Hitman 4 • Other

  3. Overview • Introduction & overview • What we do • Process and Workflow • The State Machine • Scenarios • Future improvements

  4. What we do • Character based FPS/3PS • Noir and cartoony • Key features Stealth (HM) and Squad(FF) • Focus on Narrative • HM -> Hardcore. FF -> Pick up and play • PC, PS2, XBox

  5. Hitman through the ages

  6. Idea stage (3 months) Establishing graphical style Gameplay sketch Basic storyline Prototyping/creating 1st demo (6) Finishing design document Contacting a publisher Preproduction (6) Maturing technology Experimentation with gameplay and UI Production (10) Content creation (graphics, sound, scripts) Crunch period (3) Putting everything together Fixing final errors Quality assurance Release (singularity) Party + Sleep Follow-up (3-6) Patches Press Production Process

  7. Team Structure

  8. Gameplay • Find the right combination of gameplay elements • Shooting and fighting (combat action) • Sneaking and hiding bodies (stealth) • Disguising by wearing enemy clothes (stealth) • Choosing the right weapons (planning) • Premission laptop briefings (planning) • Misc. small puzzles (thinking) • Construct levels by combining elements • An iterative process of experimentation

  9. AI Philosophy ”Believability is the issue, not realism” • Cheating is allowed. • Trade off: Speed vs. Depth (10% rule) • Take advantage of human psychology • Be Consistent

  10. The State Machine States: Normal, Suspicious, Agg/Panic, Kissing Events: Objectvisible, Projectile_hit, KissMeNow

  11. Scenario 1 Guard and maid standing in hallway. The begin kissing. Hitman comes into the hallway. Draws a gun and start shooting.

  12. Scenario 1, State machine Pretty Maid Normal Kissing Panic Normal KissMeNow Objectvisible(hitman) Projectile_hit BodyGuard Normal Kissing Aggre. Suspicious

  13. Scenario 2 Cook stands and makes food in the kitchen. Outside kitchen a guard patrols. Hitman sneaks into kitchen takes a cutting knife and slit cooks throat, and hides in a nearby closet.

  14. Scenario 2, State machine Patrol Sus(HeardOddSound) Investigate FoundDeadBody(cook) CallAssistance Suspicious(lookforfakecook)

  15. Basescripts Basefunc Human Animal Croc Dog Civilian PornBoss Armed Guard General Lee Sniper CamGuard Redneck

  16. Advantages • Powerful language, very versatile • Clear structure • Inheritance • Event driven • Cycle-efficient • Allows for sound and animation handling

  17. Disadvantages • 20% creation 80% damage control • Endless tweaking because of customization • Gameplay setup requires programming skills • Slow iterative process • Bottom of foodchain • Bad Scenarios

  18. Bad Scenarios Step in Line. 10 guards inside a bunker. Hitman stands outside the single entrance/exit. Shoots Gun. Everybody in turn try to get out. Get shot as soon as they step outside. Running Man. Hitman runs past everyone, slow reaction time makes it possible. After the Bomb. Hitman does something irreversible, but due to our ”equilibrium”- Model, funny results arise.

  19. The next step? Building block AI. for more simplistic gameplay. Easier to test, faster to set up. Not as flexible. Planning. Goal oriented. Pregeneration. Dramaturgically interesting.

  20. Any Questions?

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