1 / 88

Artificial Intelligence in Games Class 3

Artificial Intelligence in Games Class 3. Steve Rabin steve.rabin@gmail.com www.aiwisdom.com/uw. Project 1: State Machines. Assigned week 2, Due week 4 Download sample from webpage Put USERTYPE.DAT file in directory: C:Program FilesMicrosoft Visual Studio 8Common7IDE

charleshunt
Download Presentation

Artificial Intelligence in Games Class 3

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Artificial Intelligence in GamesClass 3 Steve Rabin steve.rabin@gmail.com www.aiwisdom.com/uw

  2. Project 1: State Machines • Assigned week 2, Due week 4 • Download sample from webpage • Put USERTYPE.DAT file in directory: • C:\Program Files\Microsoft Visual Studio 8\Common7\IDE • Extra documentation in readme.txt • Worth reading to get familiar with structure

  3. Project 1:State Machines Grading • (80%) Have at least 4 NPCs doing something interesting • At least 3 state machines, with at least 15 states among them • Use at least 10 different examples of the following: • Substates, a Global Message Response other than MSG_Reset or MSG_MouseClick, SendMsgDelayedToState, ChangeStateDelayed, PopState, ReplaceStateMachine, PushStateMachine, PopStateMachine, RequeueStateMachine, data passed in msg, MarkForDeletion, OnCCMsg, SendMsgBroadcastToList, SetTimer or OnPeriodicTimeInState, OnTimeInState, or a persistent state variable such as DeclareStateInt. • (-5% for each missing, list the file and line number of each that you use to get credit!)

  4. Project 1:State Machines Grading • (20%) Draw UML diagram of state machines you create • (-5% for each missing: Proper starting state indicator, all transitions labeled, all states labeled) • (-5% for each missing state, -10% for each missing state machine) • Turn in hardcopy on paper • Late assignments are penalized 10% per day • If late, turn in UML diagram at the next class

  5. Project 1: State Machines:Extra Credit (1) • (Extra Credit 10% for each one, max 20%) • Implement Formations (not leader following/queuing), Flocking, or Patrolling using queued state machines • (Extra Credit 5%) • First to find a particular significant bug in the State Machine Language engine (not the entire project) – max 15% per person • E-mail me at steve.rabin@gmail.com

  6. Project 1: State Machines:Extra Credit (2) (Extra Credit 10%) Answer the following questions about persistent state variables (like DeclareStateInt) 1. What is the C++ language mechanism that allows a persistent state variable to behave like a first-class type? (For example, how myVar declared with DeclareStateInt(myVar) can act like an int.) 2. Why does a persistent state variable need a backing store? 3. At what time does the backing store of a persistent state variable get created? 4. Where is the backing store of a persistent state variable? 5. How is a persistent state variable indexed in the backing storage? More specifically, how is the name of the variable correlated with the index? 6. Within a state, when a persistent variable gets a value assigned to it, where does this value get stored? 7. At what point does a persistent variable that's been altered store it's value in the backing store? 8. What happens to the backing storage after a state change? (look in StateMachine::PerformStateChanges) 9. What is the overhead of using a persistent state variable compared with a class member variable? 10. What is the passive overhead of supporting persistent state variables in SML (for example, if persistent state variables are never used)? 11. Describe two (2) reasons to use a persistent state variable instead of a class member variable.

  7. Project 1: State MachinesTurn-In Instructions • Zip up everything and send to steve.rabin@gmail.com • All code, resource files, and exe • (-10% if I can't double click exe and run) • (-10% for large unnecessary files: ".ncb" file, hidden subversion directories/files, no Debug/Release dir) • Create a readme.txt and write: • One paragraph about what you implemented • One paragraph (and/or bullet points) explaining directions • One paragraph about your experience working on this project (problems, insights, difficulty, number of hours spent) • List the 10 features you chose to implement and which file and line number I can find each one (-10% for each missing or each missing listing) • Thoroughly describe any attempted extra credit along with any special directions to work it or view it • UML diagrams • Hardcopy on paper

  8. Recommended Reading • Artificial Intelligence for Games • Chapter 4: Pathfinding

  9. Design Patterns and Programming Languages • http://newbabe.pobox.com/~mjd/blog/2006/09/11/#design-patterns • Peter Norvig's presentation on "Design Patterns in Dynamic Languages" describes three "levels of implementation of a pattern": • Invisible • So much a part of language that you don't notice • Formal • Implement pattern itself within the language Instantiate/call it for each use(as with macros) • Informal • Design pattern in prose; refer to by name, but must be reimplemented from scratch for each use

  10. Design Patterns and Programming Languages Recurring problem: Two or more parts of a machine language program need to perform the same complex operation. Duplicating the code to perform the operation wherever it is needed creates maintenance problems when one copy is updated and another is not. Solution: Put the code for the operation at the end of the program. Reserve some extra memory (a "frame") for its exclusive use. When other code (the "caller") wants to perform the operation, it should store the current values of the machine registers, including the program counter, into the frame, and transfer control to the operation. The last thing the operation does is to restore the register values from the values saved in the frame and jump back to the instruction just after the saved PC value. This is a "pattern"-style description of the pattern we now know as "subroutine".

  11. Macro Trick for in-syncEnumerations and Strings (the file msgnames.h) REGISTER_MESSAGE_NAME(MSG_CheckTouch) REGISTER_MESSAGE_NAME(MSG_Tagged) REGISTER_MESSAGE_NAME(MSG_SetTargetPosition) REGISTER_MESSAGE_NAME(MSG_Arrived) REGISTER_MESSAGE_NAME(MSG_Reset) REGISTER_MESSAGE_NAME(MSG_MouseClick)

  12. Macro Trick for in-syncEnumerations and Strings //Create enumeration from msgnames.h #define REGISTER_MESSAGE_NAME(x) x, typedef enum { #include "msgnames.h" MSG_NUM } MSG_Name; #undef REGISTER_MESSAGE_NAME

  13. Macro Trick for in-syncEnumerations and Strings //Create strings from msgnames.h #define REGISTER_MESSAGE_NAME(x) #x, static const char* MessageNameText[] = { #include "msgnames.h" "Invalid" }; #undef REGISTER_MESSAGE_NAME

  14. Reactive MovementandSteering Behaviors

  15. Movement • Two types • Reactive movement • Planned movement

  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

  17. Steering Behaviors:Seek and Flee • Seek – Steer toward goal • Flee – Steer away from goal • Steering force is the difference between current velocity and desired velocity • Blue is steering force, magenta is velocity

  18. Steering Behaviors:Pursue and Evade • Based on underlying Seek and Flee • Pursue – Predict future interception position of target and seek that point • Evade – Use future prediction as target to flee from

  19. Steering Behaviors: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

  20. Steering Behaviors:Arrival • Goal to arrive at target with zero velocity • Red circle is maximum distance before slowing down

  21. Steering Behaviors:Obstacle Avoidance • White box is future path • Steering force strictly left or right • Braking force stronger as collision gets closer

  22. Steering Behaviors:Containment • General obstacle avoidance • Object is contained within the surface • Blue object has a random probe • Green object has three probes • More robust • Three times the work per frame

  23. 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)

  24. Steering Behaviors: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

  25. Steering Behaviors:Flow Field Following • Steer to align motion with local tangent of the flow field • Field could be time-varying • Black circle is predicted future position where sample is taken

  26. Steering Behaviors:Flow Field Mathematics (AIW3 Ch3.1) • Bilinear interpolation

  27. Steering Behaviors:Avoidance using Flow Fields (Bloodwake)

  28. Steering Behaviors:Avoidance: T-Bone vs Sweeping w/ Flow Field

  29. Steering Behaviors:Path Smoothing via Flow Fields

  30. Combined Steering Behaviors:Group Path Following • Path following with separation steering • Combined with weighted sum • Path following has 3 times weight as separation

  31. 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

  32. Combined Steering Behaviors:Leader Following (Queue) • Combines separation and arrival • Each object has a different leader

  33. 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

  34. Combined Steering Behaviors:Queuing • Seek doorway, Avoid gray walls, Separation from each other, Braking if others nearby or in front

  35. PID Controller for Steering • Proportional-Integral-Derivative • Feedback-based algorithm • 50 year old technique • Used in Need for Speed Underground series to steer cars

  36. PID Controller for Steering 1st term is proportional to the current error 2nd term is proportional to the integral of the error 3rd term is proportional to the derivative of the error 1st is value of current error 2nd is last several values of the error, multiplied by their time-steps, and all added up 3rd is approximated by taking the current error, subtracting previous error, and dividing by time-step

  37. Flocking

  38. Flocking

  39. Flocking

  40. 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

  41. Flocking:Boids • Term “boids” often used • Three sources for the term boid: 1. “Boid” is an abbreviation of “birdoid” from flocking birds 2. Primitive ellipsoid shapes for modeling were called “soids” from Tom Duff at the New York Institute of Technology 3. In the Mel Brooks film “The Producers” there was a scene complaining about pigeons on the roof: “You used to be able to sit on the stoop like a normal person, but not any more, ‘cause of da BOIDS. Dirty, lousy, stinkin’ BOIDS.”

  42. Flocking:Three simple rules Separation Alignment Cohesion

  43. Flocking:Other Rules? • What if there are obstacles? • Where do these flocks go? • Birds • Fish • Herds

  44. Flocking:Other “Rules” • Obstacle avoidance • Changing goals • Wandering

  45. Flocking:Computational Difficulties • What if the flock is really big? • What if the objects are irregular? • What if there are “U” shaped obstacles?

  46. Flocking:Making it Look Good • Each boid should have random properties (within a small range) • Speed • Acceleration • Change goal often

  47. Flocking:What about this Flock?

  48. 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

  49. Simple Swarmsattacking 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

  50. 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

More Related