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THE ART OF
ILLUSION
{ Jorge Palacios, Christian Chomiak }
AI tricks for game development
AGENDA
INTRODUCTION
What is AI?
In what contexts?
Challenges of video game AI
 Shared physical resources
 Limited execution time (realtime)
 Player experience
USING FORMAL AI
TECHNIQUES
Trick #1:
ENEMY HOARDS
What do we want?
To create obstacles and dynamic challenges.
Have NPCs that move interestingly enough.
 Increase the ch...
It can be modeled with…
GRAPHS, PATHFINDING & FLOCKING
BSP & PATHFINDING
BSP Pathfinding
PATHFINDING
Optimisation Smoothening
Trick #2:
NPCs with freewill
What do we want?
 Expand upon the previously defined
experience.
 Evaluate the possible actions of an actor
according to...
It can be modeled using…
DECISIONTREES
A tree is…
Energy > 1
Nil
NO
Enemy
near?
YES
WALK
NO
ATTACK
YES
Trick #3:
BOXING RING
What do we want?
 Have multiple actors interacting with the
player without overwhelming it.
 Balancing according to type...
Can be modeled using…
STATE MACHINES
Trick #4:
CONTENT GENERATION
What do we want?
 Create new content dynamically .
 Procedural content generation
 To créate smart and flexible tolos f...
Can be modeled using…
GENETIC ALGORITHMS AND
NEURAL NETWORKS
Trick #5:
BALANCE FLOW & DIFFICULTY (part 1)
What do we want?
 Balance the difficulty curve according to the
capabilities of the player.
Challenge seasoned players.
...
Can be modeled using…
DIRECTORS
Interest curve
SMOKE & MIRROS
(*wink* hardcoding *wink*)
Trick #6:
BALANCE DIFFICULTY (part 2)
What do we want?
The same thing as before but cheaply.
Increase or decrease the difficulty of the
game by giving or limi...
Can be modeled using a…
RUBBERBAND SYSTEM
Trick #7:
COMPLEX STRATEGIES
What do we want?
 Simulate complex strategies.
 At a low cost (either in time or budget).
SEEK PREDICT
AMBUSH WANDER
Trick #8:
SPACE-AWARE ENEMIES
What do we want?
 A deeper interaction between NPCs and the
world.
 The level itself is key to the gameplay.
 Increased...
Can be modeled by…
SIMULATINGTHE SENSES
CONCLUSIONS
ANY QUESTIONS?
THANKYOU
VERY MUCH!
Jorge Palacios – @pctroll – jorge.palacios.co
Christian Chomiak – @cchomiakm – bonusdisc.com
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The Art of illusion

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A glimpse into several techniques, algorithms and tricks available to game developers when developing artificial intelligence for games.

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The Art of illusion

  1. 1. THE ART OF ILLUSION { Jorge Palacios, Christian Chomiak } AI tricks for game development
  2. 2. AGENDA
  3. 3. INTRODUCTION
  4. 4. What is AI? In what contexts?
  5. 5. Challenges of video game AI  Shared physical resources  Limited execution time (realtime)  Player experience
  6. 6. USING FORMAL AI TECHNIQUES
  7. 7. Trick #1: ENEMY HOARDS
  8. 8. What do we want? To create obstacles and dynamic challenges. Have NPCs that move interestingly enough.  Increase the challenge and the tension.
  9. 9. It can be modeled with… GRAPHS, PATHFINDING & FLOCKING
  10. 10. BSP & PATHFINDING BSP Pathfinding
  11. 11. PATHFINDING Optimisation Smoothening
  12. 12. Trick #2: NPCs with freewill
  13. 13. What do we want?  Expand upon the previously defined experience.  Evaluate the possible actions of an actor according to its current state, needs and the surrounding..  Simulate rational beings.
  14. 14. It can be modeled using… DECISIONTREES
  15. 15. A tree is… Energy > 1 Nil NO Enemy near? YES WALK NO ATTACK YES
  16. 16. Trick #3: BOXING RING
  17. 17. What do we want?  Have multiple actors interacting with the player without overwhelming it.  Balancing according to type and difficulty of the enemies.
  18. 18. Can be modeled using… STATE MACHINES
  19. 19. Trick #4: CONTENT GENERATION
  20. 20. What do we want?  Create new content dynamically .  Procedural content generation  To créate smart and flexible tolos for the developers.
  21. 21. Can be modeled using… GENETIC ALGORITHMS AND NEURAL NETWORKS
  22. 22. Trick #5: BALANCE FLOW & DIFFICULTY (part 1)
  23. 23. What do we want?  Balance the difficulty curve according to the capabilities of the player. Challenge seasoned players.  Regulate the general flow of the experience.  Increase replayability.  Minimise First-Order Optimal Strategies (FOOS).
  24. 24. Can be modeled using… DIRECTORS
  25. 25. Interest curve
  26. 26. SMOKE & MIRROS (*wink* hardcoding *wink*)
  27. 27. Trick #6: BALANCE DIFFICULTY (part 2)
  28. 28. What do we want? The same thing as before but cheaply. Increase or decrease the difficulty of the game by giving or limiting (unfair) advantages to the NPCs.
  29. 29. Can be modeled using a… RUBBERBAND SYSTEM
  30. 30. Trick #7: COMPLEX STRATEGIES
  31. 31. What do we want?  Simulate complex strategies.  At a low cost (either in time or budget).
  32. 32. SEEK PREDICT AMBUSH WANDER
  33. 33. Trick #8: SPACE-AWARE ENEMIES
  34. 34. What do we want?  A deeper interaction between NPCs and the world.  The level itself is key to the gameplay.  Increased realism
  35. 35. Can be modeled by… SIMULATINGTHE SENSES
  36. 36. CONCLUSIONS
  37. 37. ANY QUESTIONS?
  38. 38. THANKYOU VERY MUCH! Jorge Palacios – @pctroll – jorge.palacios.co Christian Chomiak – @cchomiakm – bonusdisc.com

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