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Raven

Raven. Robin Burke GAM 376. Soccer standings. Burke, 7 Ingebristen, 6 Buer, 6 Bukk, 6 Krishnaswamy, 4 Lobes, 3 Borys, 2 Rojas, 2 Bieneman, 2. Playoff round. Bukk vs Buer, (12-1), 12-2.76 Bukk vs Ingebristen, (3-2), 3-4.32 Buer vs Ingebristen, (8-2), 8-2 Record 1-1-1 Tie-breaker

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Raven

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  1. Raven Robin Burke GAM 376

  2. Soccer standings • Burke, 7 • Ingebristen, 6 • Buer, 6 • Bukk, 6 • Krishnaswamy, 4 • Lobes, 3 • Borys, 2 • Rojas, 2 • Bieneman, 2

  3. Playoff round • Bukk vs Buer, (12-1), 12-2.76 • Bukk vs Ingebristen, (3-2), 3-4.32 • Buer vs Ingebristen, (8-2), 8-2 • Record 1-1-1 • Tie-breaker • goals scored • Buer 10.76 • Ingebristen 6.32 • Bukk 15

  4. The Final! • Burke vs Bukk

  5. Syllabus proposal • Current • 11/6 • Goal-driven Behavior • 11/8 • Goal and Behavior Lab • 11/13 • Fuzzy Logic • Proposal • 11/6 • Goal-driven Behavior • 11/8 • Fuzzy Logic • 11/13 • Machine Learning

  6. Raven • Demo • Controls • right-click to select • see what the bot is doing • right-click again to control • left click fires • right click selects destination • mouse controls firing direction • 1—4 weapon selection • X to release

  7. Game architecture • Game objects • Map • walls • triggers • spawn points • navigation graph • Bots • Weapons • Projectiles

  8. Triggers • Control game state changes • Example • "health giver" • if a bot enters a certain region • its health is increased • Many other applications • button opens door, etc. • weapon makes a sound • Every update cycle • check to see if trigger has been activated • apply its effects

  9. Trigger code

  10. AI Architecture I • What must a bot do?

  11. High-level decision making • What should I do now? • attack • hide • seek power up • heal

  12. Higher-level navigation • Given a location • path to get to it • best path to get to it • A* search through the navigation graph

  13. Low-level navigation • Don't run into walls, etc. • Can be achieved with appropriate steering behaviors

  14. Perception • Makes a big difference in the playability of the game • NPCs do not have perceptual systems • can theoretically know everything about the game state • sometimes this knowledge is needed to compensate for their stupidity • But • designer must be very judicious • players can tell if the sensory system is unfair

  15. Examples • you approach silently • but the enemy turns around anyway • you hide • but the enemy knows exactly where to look • you avoid the searchlight • but the guards shoot you anyway • this is really annoying

  16. Avoiding omniscience • Must construct a perceptual model for each agent • Model filters out data that the agent shouldn't perceive • Typically will model • vision • hearing • pain • memory

  17. Nescience • Being blind is almost as bad as being omniscient • Examples • You can stand outside the door and snipe • guard can't see you when you aren't in the room • Guards walk right over fallen comrade

  18. Avoiding ignorance • Sensory memory • don't forget what you just saw • Short-term location memory • track "last seen" position of enemies • Use audio cues • hearing a weapon fire gives position information

  19. Perception in Raven • Bots have 180 degree field of view • Bots always know when a power-up is available • Bots cannot see through walls • expensive calculation! • Bots have a memory record • for each opponent • records when and where last seen • Weapon firing generates an audio trigger • propagated to nearby units • gives away position of shooter

  20. Target Selection • Who to shoot? • Simple • shoot the closest • Many other criteria could be used • shoot the weakest • RB_Bot • shoot the one who is attacking you • etc.

  21. Weapon Handling • When to shoot • not instantly • too tough • Where to shoot • not totally accurately • superhuman • What to use • weapon selection

  22. Weapon Selection • Which weapon to select? • blaster • short range, low damage • shotgun • damage disperses with distance • missile launcher • high damage, slow projectile • rail gun • low damage, instant, long distance

  23. Updating • Cannot update all AI components all the time • too expensive • not necessary • Movement • all the time • don't run into walls • Weapon Selection • less often • Sensory Memory • infrequently • requires checking visibility • Path Planning • infrequently • requires search

  24. Systems Path Planning Decision Making Target Selection Path Following Weapon Selection Steering Behaviors

  25. Part A of Lab

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