Artificial Intelligence in Game Design Complex Steering Behaviors and Combining Behaviors Path Following • Examples: – Move from one location to another along known route – Patrol area cyclically – Implementation of high-level path planning • Go to door of bookstore • Go down hall • Go into PC room Path following moves character along these steps Path Following • Note that will never follow path perfectly – Like arrive, can’t ever reach an exact location – More realistic to move in smooth curves – More realistic if don’t follow exact path every time (patrolling) Actual path Desired path Path Following • Break desired path down into set of points along path • Seek each point in sequence – When “close enough” to point, seek next point Possibly defined as slowRadius Path Following • Waypoints at important path points – Generated automatically or chosen manually by level designer – Most accurate to meet goal of path – Path planning algorithms used to create path from waypoints Desired path Wall Avoidance • Goal: keep character some avoidDistance from walls – Usually based on “bounding sphere” of object • Most graphical objects represented this way avoidDistance Wall Avoidance • Project path of character to some lookahead away – lookahead > minimum distance required for stop at maxAccel when traveling at maxSpeed – Projection can use same algorithms that graphics use for ray casting • If wall within lookahead, steer away lookahead Wall Avoidance • Determine collision point • Project to point perpendicular to wall safeDistance away • Seek that location Collision point avoidDistance Seek this point Wall Avoidance • May still collide with wall • Algorithm will keep steering until parallel to wall New collision point Seek this new point Wall Avoidance • Corners can be problem if not detected by ray trace – Very common problem in robotics No collision detected • One solution: “whiskers” Project three lines from character Steer away collision detected Collision Avoidance • Goal: avoid collisions with other characters who are also in motion – Is collision going to occur? – If so, how should we steer? • Location of closest approach – Not where paths intersect Collision Avoidance safeRadius • If distance less than some safeRadius at that point Flee that point Flee where obstacle will be at that point • If already in collision with object, just Flee its current location Collision detected safeRadius In collision Flee Collision Avoidance • Much more difficult if multiple obstacles – Determine time to collision of all – Flee from location of first collision – No perfect solution to problem Later collision No collision First collision Collision Avoidance • Expensive to compute if many obstacles – C characters checking for collisions with each other C2 checks • One solution: only check characters within some search radius Jumping • NPC jumping over obstacles key to many games – Run towards obstacle to achieve needed speed – Jump over obstacle – Land on other side • Must be convincing – Speed, launch point must look realistic – Character should not jump unless can succeed (unless player interrupts) Going too slow for realistic jump Jump fails Jumping • Jump points – Target for “run up” by NPC – Usually have corresponding “landing pad” • Large enough so covers all landing points from all of jump point – Created by level designer • Ideally room designed so jump point looks “natural” Jump point Landing pad Jumping • “Starting radius” for run up based on maxSpeed, maxAccel – Outside radius Seek jump point – Inside radius Arrive point outside radius Seek jump point Jump point Landing pad Combining Steering Behaviors • What if multiple steering rules fire? – What should resulting steering be? Arrive gold $ $ $ $ $ Flee player – Blending results of rules – Prioritizing some rules over others Avoid wall Blended Steering Behaviors • Weighted sum of steering from different rules – Weights = relative importance of action – Can depend on “strength of stimulus (distance, etc.) • Example: – Flee player with weight 0.5/distance from player – Arrive gold with weight 1/distance from gold – Steering = sum of these $ $ $ $ $ Blended Steering Behaviors • Can result in “intelligent” path choices $ $ $ $ $ Blended Steering Behaviors • Flocking – Seek “center of gravity” of flock – Align with average direction – Avoid direct collisions Avoid collision Average direction Center of gravity Blended Steering Behaviors • Blending conflicting behaviors can give results that meet no goals flee Stimuli perfectly balanced – no motion at all! pursue seek result Wall avoid Prioritized Steering Behaviors • Choose most important goal and execute its steering completely • Often proximity based – Within safeRadius of wall execute WallAvoid behavior – Within attackRadius of player execute Seek behavior Wall avoid has priority Pursue not considered Prioritized Steering Behaviors • Can group similar behaviors – Give each unique priority • Often based on “level of damage” to character if not handled – If total steering from highpriority group < threshold try next highest priority group Avoid obstacles group Avoid walls to side Avoid wall on turns Avoid collisions group Avoid cars to side Avoid car in front • Stimulus for high-priority behavior not strong enough to matter Follow path group Seek next point on path around track Prioritized Steering Behaviors Avoid obstacles group Avoid walls to side Avoid wall on turns Steering Next path point Avoid collisions group Avoid cars to side Avoid car in front Steer away from wall has priority Ignore possible collisions with cars Ignore next point on path Follow path group Seek next point on path around track Prioritized Steering Behaviors Avoid obstacles group Avoid walls to side Avoid wall on turns Minimal steering from walls Collision detected Next path point Steering Avoid collisions group Avoid cars to side Avoid car in front Avoid collision has priority Avoid obstacles steering below threshold Ignore next point on path Follow path group Seek next point on path around track Prioritized Steering Behaviors Avoid obstacles group Avoid walls to side Avoid wall on turns Minimal steering from walls Steering Next path point Minimal steering from other cars Avoid collisions group Avoid cars to side Avoid car in front Seek next path point has priority Avoid obstacles steering below threshold Avoid collisions steering below threshold Follow path group Seek next point on path around track Prioritized Steering Behaviors • Can still get stuck in cycles flee Flee enemies – Steer for one high-priority behavior • Far enough away so no longer priority – Other behavior becomes priority Seek target • Steers back toward first problem flee seek Higher Level Control of Steering • Conflicts best resolved by higher-level reasoning – What is current state? – What overall goal are we attempting to accomplish? Same room as player Seek player Player exits room Different room as player Enter room where player is Arrive door Seek player Arrive door
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