1 / 158

3 States and a Plan: The AI of F.E.A.R.

3 States and a Plan: The AI of F.E.A.R. Jeff Orkin Monolith Productions/ MIT Media Lab. Survey Says!. Survey Says!. FSM: 3 States. FSM: 3 States. FSM: 3 States. FSM: 2 States!. FSM: Transition Logic. void StateAttack::Update() { //... if( Ammo == 0 ) { pState = Reload(bCrouch);

pete
Télécharger la présentation

3 States and a Plan: The AI of F.E.A.R.

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. 3 States and a Plan:The AI of F.E.A.R. Jeff Orkin Monolith Productions/ MIT Media Lab

  2. Survey Says!

  3. Survey Says!

  4. FSM: 3 States

  5. FSM: 3 States

  6. FSM: 3 States

  7. FSM: 2 States!

  8. FSM: Transition Logic void StateAttack::Update() { //... if( Ammo == 0 ) { pState = Reload(bCrouch); return; } //... }

  9. Shogo, 1998

  10. No One Lives Forever, 2000

  11. F.E.A.R., 2005

  12. Halo 2, 2004Allowable behaviors for infantry, drivers, and passengers

  13. FSM vs Planning FSM Planning - How - What

  14. FSM vs Planning FSM Planning - How - What - Procedural - Declarative

  15. Motivation

  16. Here’s the Plan: • STRIPS Planning Overview • Planning in F.E.A.R. • Differences from STRIPS • Squad Behaviors & Communication • Beyond F.E.A.R.

  17. What is Planning? • Planning is a formalized process of searching for sequence of actions to satisfy a goal. • Process is called “Plan Formulation.”

  18. STRIPS Planning …in a nutshell

  19. STRIPS Planning STRIPS = STanford Research Institute Problem Solver

  20. STRIPS Planning • STRIPS Goal: Desired state of the world to reach. • STRIPS Actions: • Preconditions • Effects

  21. States

  22. States: FSM Attack Search

  23. States: Planning Represented as a logical sentence: AtLocation(Home) ^ Wearing(Tie) Represented as a vector: (AtLocation, Wearing) = (Home, Tie)

  24. States: Planning Example: Lemonade Stand (weather, #lemons, $$ )= ( , , ) or ( , , )

  25. STRIPS Planning Example

  26. STRIPS Planning Example

  27. STRIPS Planning Example

  28. STRIPS Planning Example

  29. STRIPS Planning Example

  30. STRIPS Planning Example State: (phone#, recipe, hungry?) Goal: ( -- , -- , NO ) ( , -- ,YES) ( , -- ,NO ) ( -- , ,YES) ( -- , ,NO )

  31. STRIPS Planning Example State: (phone#, recipe, hungry?) Goal: ( -- , -- , NO ) ( , ,NO ) ( , ,YES) ( , ,NO )

  32. STRIPS Planning Example

  33. STRIPS Planning Example State: (phone#, recipe, hungry?) Action Preconditions: ( , -- , -- ) Effects: Delete List: Hungry( YES ) Add List: Hungry( NO )

  34. STRIPS Planning Example State: (phone#, recipe, hungry?) Action Preconditions: ( , -- , -- ) Effects: Hungry( NO ) Hungry( YES ) ^ Hungry( NO )

  35. STRIPS Planning Example Action: Buy( object ) Preconditions: ( -- ) Effects: Delete List: -- Add List: Own( object ) Own( ) ^ Own( ) ^ Own( )

  36. STRIPS Planning Example

  37. STRIPS Planning Example

  38. STRIPS Planning Example

  39. STRIPS Planning Example

  40. STRIPS Planning Example

  41. FPS Statistics Average lifespan of FPS enemy AI:

  42. FPS Statistics Average lifespan of FPS enemy AI: 12.23 seconds

  43. FPS Statistics Average lifespan of FPS enemy AI: 12.23 seconds Number of enemy AI who die in FPS’s per day:

  44. FPS Statistics Average lifespan of FPS enemy AI: 12.23 seconds Number of enemy AI who die in FPS’s per day: 19,789,203

  45. FPS Statistics Sally Struthers says “Save the AI!”

  46. Here’s the Plan: • STRIPS Planning Overview • Planning in F.E.A.R. • Differences from STRIPS • Squad Behaviors & Communication • Beyond F.E.A.R.

  47. Design Philosophy Designer’s job is: Create environments that allow AI to showcase their behaviors. Designer’s job is NOT: Script behavior of individual AI.

More Related