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This informative seminar by guest professors Stephen Sheneman and Michael Wilkens covers fundamental concepts in steering game agents, including kinematics, facing and alignment, seek and flee behaviors, pursuit, evade tactics, wander movements, and path following strategies. The session delves into the manipulation of vectors, max speeds, acceleration, and velocity control to create the illusion of intelligent character movements within a game world. By exploring techniques like seeking, fleeing, arriving, pursuing, and evading, developers can enhance the realism and efficiency of game AI for enhanced player experiences. The presentation also discusses methods for character orientation adjustments and path prediction, highlighting the advantages and disadvantages of path following algorithms.
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Basic Steering of Game Agents Featuring Guest professors Stephen Sheneman & Michael Wilkens
Topics Covered • Kinematics • Facing and Alignment • Seek and Flee • Arrive • Pursuit • Evade • Wander • Path following
Kinematics • Velocity • Vectors • Max speeds • Acceleration • Game world
Facing • Help create illusion of intelligence • The character looks at its target • Changes its orientation so that it is facing its target • http://www.youtube.com/watch?v=i1SFm62Etyc
Align • The character changes its orientation to that of its target • Have to do special calculations because orientation wraps back around to 0
Seek • Vectors • Target character • Velocity • Max speeds • Kinematics controlling to look like normal behavior vector handling and velocity handling basics
Flee • Opposite of seek • Desired velocity aims for opposite vector
Arrive • Using seek but with code changes to slow down once target gap is closing • Opposite of arrive is leave but really it is just flee. Velocity remains the same
Pursue • Similar to Seek • Uses predictions • Pursue that degree!
Evade • Handle prediction but moving away • Evade is an amped up Flee
Wander • Move from random target to random target • Focus on jitter • Facing in the right direction • Turn speed
Wandering • The character moves forward, but changes direction so it appears to meander • Alternatively, have a target on a circle, change the position of it randomly, and have the character seek that
Path Following • Take a predefined path, and set its predicted points and have the character seek to those points as it goes along • Advantage • Disadvantage: character may take undesired short cuts
Path following • Patrolling “look out! here comes the pat!” • Line segments vs. splines • Coherence geometric algorithms • Performance of steering is generally O(1) with path following getting into O(n) • http://www.youtube.com/watch?v=BTZqaAG-Xjo
Thanks for watching! • More bunnies