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the
gamedesigninitiative
at cornell university
Lecture 15:
Artificial Intelligence
Assignment 9 due tonight
 Submit through CMS
2
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Second Prototype Due
 Thursday, October 23rd
 In-class playtesting
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
Logging release later today
 Will send out an email
 Needed for first release (Nov. 4th)
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
 Scripts
 Planning
 Pathfinding
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
Scripts
1. IF <condition is true> THEN <perform action>
2. IF <condition is true> THEN <perform action>
3. IF <condition is true> THEN <perform action>
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
First boss in Final Fantasy VII
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
First boss in Final Fantasy VII
 If (Count == 0 OR Count == 2) Then
 SelectedTarget = random opponent
 Use Search Scope on SelectedTarget
 Count = Count + 1
 If (Count == 1 OR Count == 3) Then
 With probability 2/3:
 If Self HP < (Self Max HP / 2) Then
 Use Scorpion Tail on SelectedTarget
 Else
 Use Rifle on SelectedTarget
 With 1/3 Chance:
 Use Scorpion Tail on SelectedTarget
 Count = Count + 1
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
Example: Tic Tac Toe
1. If I can win, win
2. If opponent can win,
prevent it
3. If center is available,
take it
4. If corner is
available, take it
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
Advantages/Disadvantages
Easy to implement
Can express complex behaviors
“Smart” behavior can be very complex
Not so scalable
No natural way to vary difficulty
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
Adversarial Search
Now
I move
Opponent
moves
I11move
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Importance of search depth in Chess
 Novice: ~4
 Master: ~8
 Grandmaster: ~12
 Deep Blue: 6 – 40
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Artificial Intelligence
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gamedesigninitiative
at cornell university
Advantages/Disadvantages
Potentially much smarter
Natural way to vary difficulty
State-space explosion
Game must have certain properties
Unclear what to do if you can’t “see” the end
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Artificial Intelligence
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at cornell university
Heuristics: Chess
 Pawn: 1 point
 Knight & Bishop: 3 points
 Rook: 5 points
 Queen: 11 points
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
Heuristic Planning
Now
I move
Opponent
moves
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
Heuristic Planning
Now
I move
Opponent
moves
16
11
10
5
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Artificial Intelligence
2
20
3
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the
gamedesigninitiative
at cornell university
Heuristic Planning
Now
I move
Opponent
moves
17
5
11
3
2
10
5
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Artificial Intelligence
2
20
3
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the
gamedesigninitiative
at cornell university
Heuristic Planning
Now
5
I move
Opponent
moves
18
5
11
3
2
10
5
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Artificial Intelligence
2
20
3
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the
gamedesigninitiative
at cornell university
Minimax
MAX
5
MIN
5
11
19
3
2
10
5
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Artificial Intelligence
2
20
3
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the
gamedesigninitiative
at cornell university
Advantages/Disadvantages
Scalable
Can be rational without “seeing” the endgame
Strength depends a lot on the heuristic
Still only works for some games
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
Simultaneous Actions
1
3
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1
3
Artificial Intelligence
1
3
the
gamedesigninitiative
at cornell university
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
right
left
right
left
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
right
left
right
left
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
right
left
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right
left
1
-1
-1
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
right
left
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right
left
1
-1
-1
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
right
left
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right
left
1
-1
-1
1
Artificial Intelligence
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gamedesigninitiative
at cornell university
What Is an Optimal Policy?
Agent Policy
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Artificial Intelligence
2
3
right
1
3
left
the
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at cornell university
What Is an Optimal Policy?
0
30
1
1
3
2
3
-1
3
1
3
Artificial Intelligence
the
gamedesigninitiative
at cornell university
What Is an Optimal Policy?
Agent Policy
2
3
1
3
31
Opponent Response
0 1
-1
3
Expected Reward
Artificial Intelligence
the
gamedesigninitiative
at cornell university
What Is an Optimal Policy?
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
What Is an Optimal Policy?
1
2
0
1
2
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
1
2
1
2
1
2
1
2
Agent’s Expected Reward = 0
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Artificial Intelligence
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Expected Reward
𝑇
𝑣 = 𝜋𝑜 𝑹𝜋𝑎
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
Calculating Reward
max 𝑣 such that
𝑣,𝜋
𝜋𝑖 = 1
𝑖
𝜋≥𝟎
𝑣 ≤𝑹𝜋
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Artificial Intelligence
the
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at cornell university
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Artificial Intelligence
the
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at cornell university
Pathfinding
A
38
B
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Make a grid!
A
39
B
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Pathfinding: Depth-First
A
40
B
Artificial Intelligence
the
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at cornell university
Pathfinding: Breadth-First
28
24
24
14
20
10
24
14
A
20
24
41
10
14
10
10
14
28
24
20
24
38
34
30
34
X
X
X
X
B
X
54
58
34
44
54
38
48
54
X
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Pathfinding: Breadth-First
28
24
24
14
20
10
24
14
A
20
24
42
10
14
10
10
14
28
24
20
24
38
34
30
34
X
X
X
X
B
X
54
58
34
44
54
38
48
54
X
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Breadth-First is Slow!
A
B
Idea: use heuristics
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Artificial Intelligence
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A* Algorithm
 Score f = g + h
 g: distance on best path
 h: naïve distance to goal
B
A
Manhattan distance = 30+20 = 50
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Artificial Intelligence
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gamedesigninitiative
at cornell university
Pathfinding: A* Algorithm
f: 74
f: 60
f: 54
g:14
f: 60
h:60 g:10
h:50 g:14
f: 40
h:40
A
45
g:10
f: 74
h:50
g:14
B
h:30
f: 60
g:10
f: 54
h:60 g:10
h:50 g:14
h:40
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Pathfinding: A* Algorithm
f: 74
f: 60
f: 54
g = 20
g = 24
f=60
f=74
g:14 h:60 g:10 h:50 g:14 h:40
f: 60
f: 40
X
A
g:10
f: 74
h:50
f: 60
g:10
f: 54
B
h:30
g = 20
g = 24
f=60
f=74
g:14 h:60 g:10 h:50 g:14 h:40
46
X
X
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Pathfinding: A* Algorithm
f: 74
f: 60
f: 54
g:14
f: 60
h:60 g:10
h:50 g:14
f: 40
h:40
X
A
g:10
f: 74
h:50
f: 60
g:10
f: 54
h:30
g = 24
f=74
g:14 h:60 g:10 h:50 g:14 h:40
f: 88
B
X
f: 74
X
g:28
47
h:60 g:24
h:50
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Pathfinding: A* Algorithm
f: 94
f: 80
88
f: 74
h:70 g:20
g:28
f: 60
h:60 g:24
f: 54
h:50
f: 94
g:24
f: 74
g:24
f: 80
h:70 g:14
f: 60
h:60 g:10
h:50 g:14
f: 40
h:40
A
48
g:20
f: 94
h:60 g:10
f: 74
h:50
g:24
B
h:30
f: 60
g:10
f: 54
h:70 g:14
f: 94
h:60 g:10
f: 80
88
h:50 g:14
f: 74
h:40
g:24
h:70 g:20
g:28
h:60 g:24
h:50
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Pathfinding: A* Algorithm
f: 94
f: 80
88
f: 74
h:70 g:20
g:28
f: 60
h:60 g:24
f: 54
h:50
f: 94
g:24
f: 74
g:24
f: 80
h:70 g:14
f: 60
h:60 g:10
h:50 g:14
f: 40
h:40
In case of tie, use
most recently added
A
g:20
f: 94
h:60 g:10
f: 74
h:50
g:24
h:70 g:14
f: 94
g:24
h:30
f: 60
g:10
f: 54
h:60 g:10
f: 80
88
h:50 g:14
f: 74
h:40
h:70 g:20
g:28 h:60 g:24
f:108
f: 94
g:38
49
B
h:70 g:34
f: 74
f: 68
h:20 g:58
f: 74
h:10
f: 74
g:54
f: 74
h:50 g:34
f: 88
h:40 g:44
f: 88
h:30 g:54
f: 88
h:20
h:60 g:38
h:50 g:48
h:40 g:58
h:30
Artificial Intelligence
the
gamedesigninitiative
at cornell university
Pathfinding: A* Algorithm
f: 94
f: 80
88
f: 74
h:70 g:20
g:28
f: 60
h:60 g:24
f: 54
h:50
f: 94
g:24
f: 74
g:24
f: 80
h:70 g:14
f: 60
h:60 g:10
h:50 g:14
f: 40
h:40
A
g:20
f: 94
h:60 g:10
f: 74
h:50
g:24
h:70 g:14
f: 94
g:24
h:30
f: 60
g:10
f: 54
h:60 g:10
f: 80
88
h:50 g:14
f: 74
h:40
h:70 g:20
g:28 h:60 g:24
f:108
f: 94
g:38
50
B
h:70 g:34
f: 74
f: 68
h:20 g:58
f: 74
h:10
f: 74
g:54
f: 74
h:50 g:34
f: 88
h:40 g:44
f: 88
h:30 g:54
f: 88
h:20
h:60 g:38
h:50 g:48
h:40 g:58
h:30
Artificial Intelligence
the
gamedesigninitiative
at cornell university
A* Mario
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Artificial Intelligence
the
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at cornell university
Group Activity: AI++
 IF your game has no AI




That’s How We Roll
Box
Thermo
THEN write a script that solves a level of your game
 IF your game has minimal AI




Sleep Walker
Pyrokid
Epic’s Epic Epic
THEN improve the AI script
 IF your game has heavy AI
 Zombify
 Nameless
 THEN discuss how you would add planning, heuristics, or intelligent randomness
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Artificial Intelligence
the
gamedesigninitiative
at cornell university
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