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First Person Shooter Artificial Intelligence - PowerPoint PPT Presentation

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First Person Shooter Artificial Intelligence . Xavier Otero Keil . Four Layered AI. Animation Control characters body makes sure that animation fits situation handles requests to perform actions Combat Possibly most important subsystem Determine tactics Behavior

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four layered ai
Four Layered AI
  • Animation
    • Control characters body
    • makes sure that animation fits situation
    • handles requests to perform actions
  • Combat
    • Possibly most important subsystem
    • Determine tactics
  • Behavior
    • Highest level, has precedence over other systems
    • Sets broad goals like a CEO
  • Movement
    • Determine how to move (path finding)
    • Not where to move
animation controller
Animation Controller
  • Plays pregenerated animation mostly
  • Some animations take control of entire character such as dying
  • Others require only a specific part
    • Arm waving
    • Head turning
    • These are more complex because more than one can be applied at one time
  • Needs to be aware of which animations are playing (if currently arm waving stop before attacking)
  • Gathers information from other Layers
animation continued
Animation Continued
  • Generation of context related animations on the fly.
  • Generalizing the position of objects.
  • Causes problems with believability.
  • Modern games do not take this shortcut
  • Solution similar to robotic arm movement
m ovement
  • Basically a path finding system
  • Given a starting point uses a database of how the level is laid out and the A* search
  • Dynamic obstacles create a problem
  • (example of bad dynamic obstacle handling) Quake 2.
local path finding
Local Path finding
  • You can use Local path finding to solve this problem
  • Integration of physics system and movement system
  • Uses global path finding as a guideline then polls the physics system for dynamic obstacles and adjusts accordingly
  • Crysis with local path finding turned off

  • Spatial Reasoning
    • Humans are very good at this almost second nature
  • Most games embed hints for the AI into the levels like the anchors in Far Cry
  • This creates a tactical database that allows the computer to simulate an understanding of Spatial Reasoning
  • Again problems with Dynamic Obstacles
combat continued
Combat Continued
  • Solved with geometrical analysis.
  • Uses a lot of processor power
  • Dynamic object tagging
  • Changing Battle Environments
  • (Crysis Nuke Gun)
combat tactics
Combat Tactics
  • Very basic selection of combat tactics
    • Camp
    • Joust
    • Circle of death
    • Ambush
    • Flee and ambush
  • Generally a FPS will have far more tactics in its arsenal. However these basic ones give insight into how the tactical selection is done
  • To-hit roll random number
    • If in the hit threshold attempt to hit
    • Otherwise attempt to miss
    • With high damage weapons always miss first shot
    • Takes into account environmental variables
  • Prevents perfect accuracy which can be frustrating
where to shoot
Where to shoot
  • When attempting to hit
    • Angle of animation does not have to match angle of shot
    • Most games use bounding boxes for collisions with bullets and other objects
    • Choose random point near the center
  • When attempting to miss
    • Shoot too close to the target could possibly hit
    • Too far away AI looks stupid
    • Want shot to be visible and audible. Alert player to enemy presence and create feel of tension
    • Some games place invisible markers in player character models of good places to shoot at in order to miss
  • Always test shots (ray-testing)
friendly fire
Friendly Fire
  • Makes the AI look really bad if it happens too often
  • Use ray-testing to avoid this
  • Sometimes it can be used as a player reward
    • Player dodges out of the way so a rocket launch hits an enemy behind him
    • In this situation auditory acknowledgment by the offending NPC is a good idea “Ohh **** sorry Hank”
  • Some games solve this problem by simply not accepting damage from friendly fire. This is a poor solution, if it becomes obvious players feel cheated
firing continued
Firing Continued
  • If a hit is necessary use dead reckoning
    • Can produce over accurate fire
  • Radius testing is a another way
  • Projectiles should report back to the AI
searching for the player
Searching for the player
  • Should be range of searching behaviors
    • Not sure player is even in the search area (Idle searching)
    • Maybe the player is there (normal searching)
    • Sure the player is there (intense searching)
  • Multiple Paths
  • Low efficiency searches
idle searching
Idle searching
  • Wander about aimlessly or follow a set patrol schedule
  • Should not use the players location in calculations at all as this is usually detectable by the player
  • If the player is seen do not immediately drop into combat unless the player is very obvious or firing at you
normal searching
normal searching
  • NPC has caught a glimpse of the player
  • Should scan the area where it “saw” the player and then give up after a short time
  • Should immediately drop into combat mode if the player is seen in this stage
  • At this point upholstering of weapons or unsheathing of swords is appropriate
intense searching
Intense searching
  • This should be activated if the NPC sees the player go somewhere where there is no escape or has attacked or been attacked by the player
  • At this stage for believability the NPC should not give up until it finds the player or a very large period of time has elapsed.
  • Games where the give up time is too low seem unrealistic.
  • Should use actual player location in calculations but add a randomness factor so the NPC does not make a bee line to the players location.
  • Sensory Perception
    • Darkness levels and sound levels
  • Alertness levels
    • Auditory cues
    • Thief 3
  • Perceptual Modeling
    • Visual
    • Auditory
    • Tactile
  • Increasingly all first person shooters are employing stealth elements for believability
  • High Level command issuer
  • Chooses between states such as Idle, Patrolling, Combat, Searching etc… then notifies the other layers of what they need to do.
  • Generally a Finite State Machine
  • Very important for believability especially in idle and combat modes
  • Often times uses triggers in order to choose a state.
teaming up with the player
Teaming UpWith the Player
  • Has become very popular in recent years
  • When done well highly increases the immersion of the player
  • What the AI needs
    • Follow commands
    • Not get in the way
    • Follow logical rules
    • Interact with the player
    • Survive until the end of the game
correct movement
Correct Movement
  • Generally stay out of field of view
  • Prevents friendly fire and view obstruction
  • During points of non combat teammates should occasionally appear in the field of view to reassert that they are there
  • Use auditory cues during combat for this same purpose
correct movement continued
Correct Movement Continued
  • When there are multiple targets there are two options for staying out of the players field of view.
    • smallest angle
    • viewing angle
more on movement
More on Movement
  • Should be maximum distance set that the NPC’s can wander away from the player.
  • Let the player be the hero
    • take no risk unless ordered to
    • Don’t be first through doors, choke points, over hills etc…
  • Generally good practice to match the player’s actions.
    • Many games “cheat”
    • Rainbow Six Vegas
  • Match player speed to avoid annoyance
player is important
Player is important
  • NPC’s should be secondary to the player
  • Should never perform better than the player
  • Select weapons that are similar or less powerful than the players weapons
  • Always allow the player first chance to collect items
  • Should report all sightings of enemies before attacking unless currently under attack

enemy teams
Enemy Teams
  • All these rules can apply to enemy teams as well
  • One NPC should be team leader and treated as the player
    • Mimics normal team dynamic