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Role of Pattern Recognition in Computer Games
Asst. Prof. Dr. Chumphol Bunkhumpornpat Department of Computer Science
Faculty of Science Chiang Mai University
Introduction
• Computer games are an unique application area for pattern recognition.
• Computer games are the products of their developers, and, at first sight, it is easy to assume that the developers know inherently what phenomena occur in their game world.
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Introduction (cont.)
• To implement challenging synthetic opponents computer should recognize the behavior of a human player.
• In this context, the purpose of pattern recognition is to abstract relevant information from the game world and to construct concepts and to deduce patterns from this information.
• These concepts are needed for decision-making system.
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Introduction (cont.)
• Pattern recognition could provide essential information for the decision-making system, like what phenomena and events have occurred in the observed (dynamic) system or world.
• Pattern recognition can be utilized in finetuning the rules of the game world.
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Pattern Recognition in Computer Games
• RTS (Real-Time Strategy)
– It remedies threats and strategizes.
• Fighting
– It reacts to enemy's frequent moves.
• Sports
– It reads the match.
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Perspective Views of PR in CGs
• Decision Making Levels
• Stance Towards Players
• Game Graph
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Strategical
• Long Period of Time
• Large Amount of Data
– Inhabitants
– Items
– Events
• High Cost of a Wrong Decision
• Speculative: What-If Scenarios
• Offline: Background
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Tactical
• It connects between strategical and operational.
• It considers a group of entities and their cooperation.
• It is made more frequently than strategical, pattern recognition has less time to use.
• Consequently, the quality cannot be as high as on upper level.
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Operational
• Concrete
• Atomatory Entities
• Reactive
• Short-Term
• Real-Time
• Online: in-the-Field
• Irrevocable Problems
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Enemy
• It requires modus operandi of the player.
• It provides challenge.
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Ally
• It accounts human perspective but not decision making system.
• Synthetic Reconnaissance Officer
– It reports on enemy movement.
– It suggests effective counteractions.
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Neutral
• Autonomous Camera Director – It controls camera movement in sports games.
– It dictates by television practice.
• Referee – It allows the play continue.
– It interprets causality between offence and subsequent events.
• Interface should adapt dynamically to the needs of a player.
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Game Graph
• A story progresses linearly.
• A game provides an illusion of free will.
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Game Graph (cont.)
• Outdegree
– The number of direct arches leaving a node
• Indegree
– The number of direct arches entering the node
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Game Graph (cont.)
• The greater the outdegree means more freedom the player has.
• Uniqueness of a response can be measured as the indegree.
• The game properties can be analyzed through graph concepts (e.g., repetitiveness corresponds to cycles in the graph).
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Although the number of possible actions is the same as in the previous case,
each action has now a unique response.
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