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Presentation 20110918 after effect

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First release of the master defense presentation file, this edition is designed to be play off PowerPoint or dumped HTML with transitional effects.

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Presentation 20110918 after effect

  1. 1. Dynamic State Based AI Decision Framework Presenter: Kuanhung Chen, MS in Software Engineering Committee Members: Dr. Junhua Ding, Dr. Masao Kishore, Dr. Ronnie Smith East Carolina University Fall 2011 Master’s Presentation
  2. 2. The Need for Better AI <ul><li>Source: Penny Arcade - One Plausible Scenario </li></ul>
  3. 3. The Need for Better AI
  4. 4. Problem Statement <ul><li>“ In the field of video gaming, graphics is approaching visually apex . A few more pixels and polygons no longer provide any meaningful substance to improve the quality of gaming , however the AI of the games we play is no better than those we have played a decade ago. </li></ul><ul><li>I would like to propose a dynamic AI framework that allows end-users to experience the same game in potentially endlessly different ways by simply downloading user-generated AI plug-ins . This way, users can finally program/modify their own characters' AI algorithms and make games more difficult without games cheat.” </li></ul>
  5. 5. Project Functionalities
  6. 6. Dynamic AI Algorithm
  7. 7. Dynamic AI Algorithm
  8. 8. Data Layer – Class Diagram
  9. 9. Presentation Layer – Simplified Class Diagram (Semi-Manual Engine)
  10. 10. Presentation Layer – Character State
  11. 11. AI Layer – Action Engine
  12. 12. Data Link – Character Association
  13. 13. Graphical Layer - Stock Character
  14. 14. Scaffolding System Testing
  15. 15. Project Site – Log-In
  16. 16. Project Site – Stub Upload
  17. 17. Project Site – Stub Download
  18. 18. Project Site – Project Management
  19. 19. Character Selection
  20. 20. AI Stub Selection
  21. 21. Rounds Selection
  22. 22. Battle
  23. 23. Result Display
  24. 24. Question and Answer Presenter: Kuanhung Chen, MS in Software Engineering Committee Members: Dr. Junhua Ding, Dr. Masao Kishore, Dr. Ronnie Smith East Carolina University Fall 2011 Master’s Presentation
  25. 25. Appendix Index <ul><li>Simplified User Project Interface </li></ul><ul><li>Test Plan </li></ul><ul><li>Simplified Class Diagram (Manual Engine) </li></ul><ul><li>Class Diagram – Elaborated </li></ul><ul><li>Action Diagram </li></ul><ul><li>Animation Engine </li></ul><ul><li>Animation Engine – Elaboration </li></ul><ul><li>Simplified Character State Diagram </li></ul><ul><li>Interface Design </li></ul><ul><li>Camera Control – Design </li></ul><ul><li>Camera Control – Camera Movement </li></ul><ul><li>Camera Control – User Interface </li></ul><ul><li>Audio Manager Implementation </li></ul><ul><li>AI Stub Verification </li></ul><ul><li>C# Reflection Invoke </li></ul><ul><li>C# Reflection Invoke Differences </li></ul><ul><li>AI Stub Injection </li></ul><ul><li>AI Stub Injection Interface </li></ul><ul><li>AI Algorithm Utility </li></ul><ul><li>AI Design Strategies </li></ul><ul><li>Data Link – Action Driver </li></ul><ul><li>AI Stub Implementation – Template </li></ul>
  26. 26. Simplified User Project Interface
  27. 27. Test Plan
  28. 28. Simplified Class Diagram (Manual Engine)
  29. 29. Class Diagram – Elaborated
  30. 30. Action Diagram
  31. 31. Animation Engine
  32. 32. Animation Engine – Elaboration
  33. 33. Simplified Character State Diagram
  34. 34. Interface Design
  35. 35. Camera Control – Design
  36. 36. Camera Control – Camera Movement
  37. 37. Camera Control – User Interface
  38. 38. Audio Manager Implementation
  39. 39. AI Stub Verification <ul><li>Name Verification: </li></ul><ul><ul><li>Existence and non-empty of input [full file name] </li></ul></ul><ul><ul><li>Whether the referenced file exist </li></ul></ul><ul><li>Name Validation: </li></ul><ul><ul><li>Whether the [full file name] fits the naming scheme: [[ NameSpace ]].[ ClassName ].[ Method ].DLL </li></ul></ul><ul><ul><ul><li>Breaking down the name by delimiter of “.” </li></ul></ul></ul><ul><ul><ul><li>Make sure there are at least four parts </li></ul></ul></ul><ul><ul><ul><li>Make sure that the last part is “DLL” </li></ul></ul></ul><ul><ul><li>No empty space exists in file name </li></ul></ul>
  40. 40. C# Reflection Invoke <ul><li>Class Reference: </li></ul><ul><ul><li>Type classType = assembly.GetType(dllObject.TitleClass); </li></ul></ul><ul><ul><li>MethodInfo method = classType.GetMethod(dllObject.MethodName); </li></ul></ul><ul><li>Instantiate an Object of the Referenced Type: </li></ul><ul><ul><li>object classInstant = classType.InvokeMember ( null , </li></ul></ul><ul><ul><li>BindingFlags .DeclaredOnly | </li></ul></ul><ul><ul><li>BindingFlags .Public | BindingFlags.NonPublic | </li></ul></ul><ul><ul><li>BindingFlags .Instance | BindingFlags.CreateInstance, </li></ul></ul><ul><ul><li>null , null , null ); </li></ul></ul><ul><li>Invoke Member in .NET: </li></ul><ul><ul><li>public object InvokeMember ( string memberName, BindingFlags invokeAttr, </li></ul></ul><ul><ul><li>Binder binder, object objectInstant, object [] arguements) </li></ul></ul>
  41. 41. C# Reflection Invoke Differences <ul><li>Dynamic Method Invoke in .NET: </li></ul><ul><ul><li>object returnedValue = method.Invoke(classInstant, </li></ul></ul><ul><ul><li>BindingFlags .DeclaredOnly | BindingFlags .Public | </li></ul></ul><ul><ul><li>BindingFlags .NonPublic | BindingFlags .Instance | </li></ul></ul><ul><ul><li>BindingFlags .InvokeMethod, </li></ul></ul><ul><ul><li>null , parameters, new CultureInfo (0x0009, false ) </li></ul></ul><ul><ul><li>); </li></ul></ul><ul><li>Invoke Member in Mono: </li></ul><ul><ul><li>public object MethodBase .Invoke ( object objectInstant, </li></ul></ul><ul><ul><ul><li>BindingFlags invokeAttr, Binder binder, object [] arguments, </li></ul></ul></ul><ul><ul><ul><li>CultureInfo languageEncode) </li></ul></ul></ul>
  42. 42. AI Stub Injection
  43. 43. AI Stub Injection Interface
  44. 44. AI Algorithm Utility <ul><li>Get All Characters </li></ul><ul><li>Get Allies </li></ul><ul><li>Get Enemies </li></ul><ul><li>Get Characters by Team </li></ul><ul><li>Get Character by ID </li></ul><ul><li>Get Character by Query </li></ul><ul><li>Total HP </li></ul><ul><li>Move To </li></ul><ul><li>Get Random Character </li></ul><ul><li>Line of Sight </li></ul>
  45. 45. AI Design Strategies <ul><li>State-Based Statistical Analysis </li></ul><ul><ul><li>Buffer copies of game state, run trend analysis to predict opponent action </li></ul></ul><ul><li>Table Query </li></ul><ul><ul><li>More familiar to programmers </li></ul></ul><ul><li>Team-Based Shared Memory </li></ul><ul><ul><li>Establish correlation to prevent redundant actions </li></ul></ul><ul><li>Nested AI Stub </li></ul><ul><ul><li>Re-use AI Adaptor to pass on request to child adaptors for specialized requests </li></ul></ul><ul><li>Target Buffer Strategy </li></ul><ul><ul><li>Use previously determined and buffered actions to cut down on CPU time </li></ul></ul><ul><li>Memory Based Analysis </li></ul><ul><ul><li>Dump accumulated data out to external file to be reused later. </li></ul></ul>
  46. 46. Data Link – Action Driver
  47. 47. AI Stub Implementation – Template
  48. 48. Dynamic State Based AI Decision Framework The End

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