location-based information systems & decision making
TRANSCRIPT
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Location-based Information Systems & Decision MakingKNOW YOUR WORLD & DETERMINE YOUR BEHAVIORS!
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Agenda Graph Problems!
- Tree Traversing- Shortest Path
Location-based Information Systems- Influence Maps- Smart Terrain- Terrain Analysis- Potential Fields
Decision-Making- Finite State Machine (FSM)- Fuzzy State Machine (FuSM)- Behavior Tree
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Location-based Information Systems (LBI)
Collection of programming and logical techniques that mainly used in game development
Doesn’t depend on specific platform
Used in many games categories such as RTS and FPS games
We will focus on how to establish the AI game environment usingI. Influence MapsII. Smart TerrainIII. Terrain Analysis
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Influence Maps (IM)
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Smart Terrain
Provide the agent with motivation to achieve its needs
Interaction between the game environment and the agent
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Terrain Analysis
Using the data provided by the IM to make use of it
Analyze the array of data that has been represented in the IM
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How to use these techniques? Tracking the game objects
Looking for enemies, resources, ..etc.
Ground Control
Path-finding
Danger Signification
Finding areas of conflict
Build complex strategies
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Potential Fields
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Potential Fields (cont.)
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Potential Fields (cont.)
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Potential Fields (cont.)
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Break!10 MINS BAS!
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Decision-Making Determines the agent behaviors in all game phases
The core for any AI agent
The more complex of the behaviors the more intelligence of the agent
Machine Learning could be used specifically Reinforcement Learning technique
It has several techniques but we will focus on three of themI. Finite State Machine (FSM)II. Behavior TreesIII. Fuzzy State Machine (FuSM)
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Finite State Machine (FSM) Model that represents the execution flow of the agent’s state
Consists of one or more states
The structure looks like a graph with nodes (states) that are connected with each other with edges (Transitions)
The states transitions depends on the agent’s actions or other outside interruption in the run time
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Finite State Machine (FSM) (cont.)
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Finite State Machine (FSM) (cont.)
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Finite State Machine (FSM) (cont.)
OOP DESIGNPLEASE!
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Behavior Trees The states are structured in a tree
Supports sequencing and encapsulation
Each state could contain several of other states
Depends on “Selectors” and “Inverters” which are the tree flow controllers
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Behavior Trees (cont.)
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Behavior Trees (cont.)
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Behavior Trees (cont.)
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Fuzzy State Machine (FuSM)
Search about it :P
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References AI Game Engine Programming Book chapters: 15, 16 https://gamedevelopment.tutsplus.com/ https://rtsairesearch.wordpress.com http://gameschoolgems.blogspot.com/ http://www.acmascis.org/forum/index.php?board=68.0