Terrain Evaluation for more Effective AI Jeff Davies Paul Stephenson Project Description Generate and render a 2.5D terrain map Create agents that use information about the terrain in order to improve their effectiveness Create agents with either long range or short range attack Render the agents on the terrain Motivation The need for effective agent behaviour Waypoints Disadvantages of waypoints Newer methods of controlling agent navigation Implementation The project will be broken down into 2 components Rendering component – Jeff Davies – – – Store the terrain in a matrix Rendering terrain Driving the application Agent component – Paul Stephenson – – Store agent’s attributes Controlling agent behaviour Rendering Component Render the landscape Create shadows on landscape given a light source Collision detection Controlling the flow (threads) Rendering Component The landscape as a a matrix Attributes of the landscape – – – – Height Width of the surrounding area which areas would be in shadow Water bodies Rendering component Possible extensions – – – – Extra attributes Dynamic attributes Multiple view points Terrain editor Agents component Two type of agents: Long and short range Long range agent prefers open areas, short range prefers shadows Agent must decide where its destination is and how to get there Use code from Simon Perkins, a PhD student in the department, to help detect general terrain features and pick a destination. Also takes into account where it has been. Agents component Use A* to determine path to destination Weight assigned to each position a function of terrain attributes at that position. Function depends on type of agent and its present behavior such as camping or attacking Agent will reevaluate destination when new information is obtained, such as detecting enemy. Integration An API will be agreed upon in the early design stages This will define all interaction needed between components Evaluation Round based testing Success Factors The rendering component – – – – – You must be able to tell where mountains and valleys are It must generate shadows It must be clear when an agent has been killed Agents should not be able to walk through features of the terrain Rendering speed should be independent of frame rate Success Factors The agents component – – – It should be possible to run each agent type with or without terrain evaluation There must be a measurable difference when the agent is run with terrain evaluation turned on The agents should be balanced. There should be an equal chance of either type winning when terrain evaluation is turned off Success Factors The overall system – – – – The components should be correctly integrated It must provide you with the possibility to run a batch of simulations You must be able to customize which features of the underlying subsystem are used in a simulation It must be able to record results of simulations Risks Integration of components Uninteresting behavior Spending too long balancing agents Simon Perkins’ code may not be ready on time Timeline Timeline Milestones Project Proposal Background Chapter Design Chapter Prototype demonstration Implementation of modules Integration of modules Carry out experiment Write up experiment Implementation chapter Testing Chapter Final Report Poster and Website 04/05 25/05 30/07 02/08 10/09 14/09 18/09 24/09 01/10 01/10 19/10 25/10 Questions?
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