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Artificial Intelligence in Game Design Behavior Trees Reactive Planning • Plan: Set of steps to accomplish some goal – Move to door Open door Enter room – Can easily be done with state machine • Reactive planning: Altering plan if steps not currently possible – What if player locks door? – What if player barricades door? • Key idea in real-world AI Reactive Planning • Decision-making process like tree • Possible courses of action may require many steps – Decision trees just defined for single step Door opens Enter room Door opens Enter room Get key Door doesn’t opens Try unlocking door Door doesn’t opens Try breaking down door Behavior Trees • Designed for appearance of reactive planning – Plans, contingencies actually scripted • Combine features of several representations – Decision trees (unambiguous) – Finite State Machines (hierarchical) • Often used to design games (Halo 2, etc.) – Easy to translate into code – Easy for non-programmers to design, understand Tasks • Leaves of tree = tasks performed by NPC • Conditions: Is something currently true or not? – Internal to character or external in world – Ideally, can be quickly checked against game state Door open? Hit points < 5? Tasks • Actions: Outputs/instructions to game engine – Internal to character state – External, often in form of firing animation – Can fire other actions (hear player start path planning routine) Open door Move(room) hit points -- Composites • Define how tasks combined • Sequence node: Execute tasks in given order – Often involve tests at beginning to insure sequence can be completed – Sequence halts and fails if any tasks fail Door open? Move(room) Close door Composites • Selector node: Try tasks in order until one succeeds – Multiple tasks with same goal – Like if / else if/else if …/ else – Best if last task always succeeds (like else) ? Open door Break down door Bang on door Decision Tree Structure • Example: Entering a room – Problem: Player may have closed the door to prevent guard from entering ? Door open? Move (room) Move (door) Open door Move (room) Hierarchical Structure • Can nest to any level – Usually alternate levels of selection, sequence ? Door open? Move (room) Move (door) Open door ? Break down door Move (room) Door open? Translation into Code • Each task/node is subroutine that returns boolean • Sequence node: for each task T { success = execute T if (!success) return false } return true • Selector node: for each task T { success = execute T if (success) return true } return false Decorators • Used to modify structure of nodes below in tree • Common case: looping – For limited number of times – Until fail … ? Limit = 3 Open door Break down door Bang on door Nondeterminism • Characters should not always take actions in same order (appears scripted) Barge door • Door locked Set fire to door Don’t always try the same one first! • Set fire to door: Get matches, get gasoline Don’t always do in this order! Partial-Order Planning • Understand what steps must happen in a certain order • Other steps can be done in any order – Choose order randomly in those cases Try opening door Try unlocking door Barge door Try in either order Set fire to door Get gasoline Pour gasoline on door Ignite gasoline Get matches Do in any order Nondeterministic Behavior Tree ? ~? Door open? Move (room) Barge door Nondeterministic sequence node Get matches Nondeterministic selector node ~ > Douse door Get gasoline Ignite door Parallelism • Controls behavior for multiple characters working towards common goal – Each character has behavior subtree that runs in parallel (usually implemented as concurrent threads) – All characters exit tree when goal succeeds/fails Charcter 1’s task Charcter 2’s task Charcter 3’s task Parallelism • “Sequence” parallelism: Exit (and fail) if any thread fails Quaterback avoids rushers • “Selection” parallelism: Exit (and succeed) if any thread succeeds Rifleman shoots at boss opponent Reciever gets open ? ? ? Grenadier throws grenade at boss opponent