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The Halo 2 AI In 10 Minutes or Less Dami á n Isla Bungie Studios. Halo. First person shooter for XBox Interesting sci-fi world Lots to do (combat, exploration, vehicles, weapons) Lots of decisions to make Slower-paced More strategic in nature?. Allies Not terribly effective
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Halo • First person shooter for XBox • Interesting sci-fi world • Lots to do (combat, exploration, vehicles, weapons) • Lots of decisions to make • Slower-paced More strategic in nature?
Allies Not terribly effective “Kid brothers” ~10 seconds or ~30 minutes Enemies Large variety Clear behavioral patterns for the player to learn and exploit 4 - 30 second lifespans The AI Single-player campaign only (no multiplayer) Character-based
The “I” in “AI” • Perception and world-modeling • Each AI maintains mental world model • Internal mental object-state updated according to perceivability via the “senses” (e.g., line of sight, sound events, etc.) • Perception sharing (via explicit communication) • Behavior • Take cover when taking damage • Uncover hidden enemies • Use vehicles when appropriate • Joint behaviors • Skills • Use weapons appropriately • Drive vehicles • Navigate the environment Strongly agent-based approach “Strategy” controlled through scripting Behave
Behavior Decision-making: Behavior DAG (HFSM) Behavior: a program that takes temporary control of the actor in order to get something done. • Good • Intuitive • Modular • Scalable (more IS better) • Bad • Memory is hard • Debugging is hard • Never really that simple
An ethological interlude… Baerends, The Functional Organization of Behavior, 1976
What about Reasoning and Planning? • Spatial Reasoning • Firing point selection • Path-planning • A* • Dynamic obstacle interaction … but no concept-reasoning or action-planning
So in the end… • Second-to-second decision-making • Reactive in nature • Closer to A-Life than classical AI • Closer to animal than to human intelligence