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Flexible and Purposeful NPC Behaviors using Real-Time Genetic Control

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Presentation on theme: "Flexible and Purposeful NPC Behaviors using Real-Time Genetic Control"— Presentation transcript:

1 Flexible and Purposeful NPC Behaviors using Real-Time Genetic Control
Talib S Hussain, Gordon Vidaver 2006 IEEE Congress on Evolutionary Computation Presentation by Raymond Wrobleski

2 Problem Computer Games becoming more open-ended
Traditional game AI techniques don't work Very little work using evolutionary techniques for real-time control

3 Measures Play Well Play Efficiently Behave in an interesting way
“Believable” Behavior

4 “Believable” Game AI Believable AI will (Livingstone, 2006) Plan
With some strategy / tactics Coordinate with other AI, or players Will no repeat failed actions Act With human-like reaction time and skill React To player's presence and actions To changes in environment To presence of enemies, and allies

5 ACTB Real-time genetic controller designed to control Unmanned Ground Vehicle Meaningful tactical behavior under dynamic conditions

6 ACTB – Planning

7 ACTB – Attitudes

8 Integration Neverwinter Nights Shadow Door Bridge
Added ability to control multiple NPCs Create, track scenario Provide scenario specific knowledge Virtual look

9 Observations Author playing the NPC(s)
Expressed basic game AI capabilities Also some basic personality and emotion

10 Specific Observations
Control up to three NPCs Time lags in response not obviously noticeable Play style predictable, but know underlying algorithms Play not repetitive, rarely same exact move twice Played well, difficult to catch and attack NPC Possible to determine attitude had changed, not easy to determine current attitude Some “back-and-forth”, usually commit after a couple iterations

11 Some numbers Two runs per scenario Same map 3 random flags

12 Example Behavior

13 “Believable” AI revisited
Plan With some strategy / tactics Coordinate with other AI, or players Will no repeat failed actions Act With human-like reaction time and skill React To player's presence and actions To changes in environment To presence of enemies, and allies

14 Conclusions Real-Time genetic control is feasible
Integration is difficult Much work to do


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