CSCE 552 Spring 2010 Inverse Kinematics & AI By Jijun Tang Announcements Second presentation: April 5th In class Each group 12 minutes What to show: Detailed designs of layers/modules/classes Progress report with demo 3D/2D Models, graphics, etc Schedules and milestones Problems and planned changes Two Buffers Object Depth Is Difficult Frustum and Frustum Culling Common formats A8R8G8B8 (RGBA8): 32-bit RGB with Alpha 8 bits per comp, 32 bits total R5G6B5: 5 or 6 bits per comp, 16 bits total A32f: single 32-bit floating-point comp A16R16G16B16f: four 16-bit floats DXT1: compressed 4x4 RGB block 64 bits Storing 16 input pixels in 64 bits of output (4 bits per pixel) Consisting of two 16-bit R5G6B5 color values and a 4x4 two bit lookup table MIPMapping Example Bilinear filtering Effect Point Sampling Bilinear Filtering Hemisphere Lighting Normal Mapping Example Specular Lighting Environmental Map Hardware Rendering Pipe Input Assembly Vertex Shading Primitive Assembly, Cull, Clip Project, Rasterize Pixel Shading Z, Stencil, Framebuffer Blend Shader Characteristics Shader Languages Vertex Shading Vertex data fed to vertex shader Program run until completion One vertex in, one vertex out Also misc. states and constant data Shader cannot see multiple vertices Shader cannot see triangle structure Output stored in vertex cache Output position must be in clip space Primitive Assembly, Cull, Clip Vertices read from cache Combined to form triangles Cull triangles Frustum cull Back face (clockwise ordering of vertices) Clipping performed on non-culled tris Produces tris that do not go off-screen Project, Rasterize Vertices projected to screen space Triangle is rasterized Finds the pixels it actually affects Finds the depth values for those pixels Finds the interpolated attribute data Actual pixel coordinates Texture coordinates Anything else held in vertices Feeds results to pixel shader Pixel Shading Program run once for each pixel Given interpolated vertex data Can read textures Outputs resulting pixel color May optionally output new depth value May kill pixel Prevents it being rendered Z, Stencil, Framebuffer Blend Z and stencil tests performed Pixel may be killed by tests If not, new Z and stencil values written If no framebuffer blend Write new pixel color to backbuffer Otherwise, blend existing value with new Shader Characteristics Shaders rely on massive parallelism Breaking parallelism breaks speed Can be thousands of times slower Shaders may be executed in any order So restrictions placed on what shader can do Write to exactly one place No persistent data No communication with other shaders Shader Languages Many different shader capabilities Early languages looked like assembly Now have C-like compilers Hides a lot of implementation details Works with multiple versions of hardware Still same fundamental restrictions Different assembly for each shader version Don’t break parallelism! Expected to keep evolving rapidly Inverse Kinematics FK & IK Single Bone IK Multi-Bone IK Cyclic Coordinate Descent Two-Bone IK IK by Interpolation FK & IK Most animation is “forward kinematics” But there are feedback mechanisms Motion moves down skeletal hierarchy Eyes track a fixed object while body moves Foot stays still on ground while walking Hand picks up cup from table This is “inverse kinematics” Motion moves back up skeletal hierarchy Example of Inverse Kinematics Single Bone IK Orient a bone in given direction Find desired aim vector Find current aim vector Find rotation from one to the other Eyeballs Cameras Cross-product gives axis Dot-product gives angle Transform object by that rotation Multi-Bone IK One bone must get to a target position Can move some or all of its parents May be told which it should move first Bone is called the “end effector” Move elbow before moving shoulders May be given joint constraints Cannot bend elbow backwards Cyclic Coordinate Descent Simple type of multi-bone IK Iterative: Can be slow May not find best solution: May not find any solution in complex cases But it is simple and versatile: No precalculation or preprocessing needed Procedures Start at end effector Go up skeleton to next joint Move (usually rotate) joint to minimize distance between end effector and target Continue up skeleton one joint at a time If at root bone, start at end effector again Stop when end effector is “close enough” Or hit iteration count limit Properties May take a lot of iterations Especially when joints are nearly straight and solution needs them bent e.g. a walking leg bending to go up a step 50 iterations is not uncommon! May not find the “right” answer Knee can try to bend in strange directions Two-Bone IK Direct method, not iterative Always finds correct solution Allows simple constraints Knees, elbows Restricted to two rigid bones with a rotation joint between them If one exists Knees, elbows! Can be used in a cyclic coordinate descent Two-Bone IK Constraints Three joints must stay in user-specified plane: e.g. knee may not move sideways Reduces 3D problem to a 2D one Both bones must remain original length Therefore, middle joint is at intersection of two circles Pick nearest solution to current pose, or one solution is disallowed: Knees or elbows cannot bend backwards Example Disallowed elbow position Shoulder Wrist Allowed elbow position IK by Interpolation Animator supplies multiple poses Each pose has a reference direction e.g. direction of aim of gun Game has a direction to aim in Blend poses together to achieve it Source poses can be realistic As long as interpolation makes sense Result looks far better than algorithmic IK with simple joint limits Example One has poses。 for look ahead, look downward (60 ), look right, look down and right 。 。 Now to aim 54 right and 15 downward, thus 60% (54/90) on the horizontal scale, 25% (15/60) on the downward scale Look ahead (1-0.25)(1-0.6)=0.3 Look downward 0.25(1-0.6)=0.1 Look right (1-0.25) 0.6=0.45 Look down and right (0.25)(0.6)=0.15 IK by Interpolation results Result aim point is inexact Blending two poses on complex skeletons does not give linear blend result But may be good enough from the game perspective Can iterate towards correct aim Attachments e.g. character holding a gun Gun is a separate mesh Attachment is a bone in character’s skeleton Represents root bone of gun Animate character Transform attachment bone to world space Move gun mesh to that pos+orn Attachments (2) e.g. person is hanging off bridge Attachment point is a bone in hand As with the gun example But here the person moves, not the bridge Find delta from root bone to attachment bone Find world transform of grip point on bridge Multiply by inverse of delta Finds position of root to keep hand gripping Artificial Intelligence: Agents, Architecture, and Techniques Artificial Intelligence Intelligence embodied in a man-made device Human level AI still unobtainable The difficulty is comprehension Game Artificial Intelligence: What is considered Game AI? Is it any NPC (non-player character) behavior? A single “if” statement? Scripted behavior? Pathfinding? Animation selection? Automatically generated environment? Possible Game AI Definition Inclusive view of game AI: “Game AI is anything that contributes to the perceived intelligence of an entity, regardless of what’s under the hood.” Goals of an AI Game Programmer Different than academic or defense industry 1. AI must be intelligent, yet purposely flawed 2. AI must have no unintended weaknesses 3. AI must perform within the constraints 4. AI must be configurable by game designers or players 5. AI must not keep the game from shipping Specialization of Game AI Developer No one-size fits all solution to game AI Strategy Games Battlefield analysis Long term planning and strategy First-Person Shooter Games Results in dramatic specialization One-on-one tactical analysis Intelligent movement at footstep level Real-Time Strategy games the most demanding, with as many as three full-time AI game programmers Game Agents May act as an Opponent Ally Neutral character Continually loops through the Sense-Think-Act cycle Optional learning or remembering step Sense-Think-Act Cycle: Sensing Agent can have access to perfect information of the game world Game World Information May be expensive/difficult to tease out useful info Players cannot Complete terrain layout Location and state of every game object Location and state of player But isn’t this cheating??? Sensing: Enforcing Limitations Human limitations? Limitations such as Not knowing about unexplored areas Not seeing through walls Not knowing location or state of player Can only know about things seen, heard, or told about Must create a sensing model Sensing: Human Vision Model for Agents Get a list of all objects or agents; for each: 1. Is it within the viewing distance of the agent? How far can the agent see? What does the code look like? 2. Is it within the viewing angle of the agent? What is the agent’s viewing angle? What does the code look like? 3. Is it unobscured by the environment? Most expensive test, so it is purposely last What does the code look like? Sensing: Vision Model Isn’t vision more than just detecting the existence of objects? What about recognizing interesting terrain features? What would be interesting to an agent? How to interpret it? Sensing: Human Hearing Model Human can hear sounds Human can recognize sounds and knows what emits each sound Human can sense volume and indicates distance of sound Human can sense pitch and location Sounds muffled through walls have more bass Where sound is coming from Sensing: Modeling Hearing How do you model hearing efficiently? Do you model how sounds reflect off every surface? How should an agent know about sounds? Sensing: Modeling Hearing Efficiently Event-based approach When sound is emitted, it alerts interested agents Observer pattern Use distance and zones to determine how far sound can travel Sensing: Communication Agents might talk amongst themselves! Guards might alert other guards Agents witness player location and spread the word Model sensed knowledge through communication Event-driven when agents within vicinity of each other Sensing: Reaction Times Agents shouldn’t see, hear, communicate instantaneously Players notice! Build in artificial reaction times Vision: ¼ to ½ second Hearing: ¼ to ½ second Communication: > 2 seconds Sense-Think-Act Cycle: Thinking Sensed information gathered Must process sensed information Two primary methods Process using pre-coded expert knowledge Use search to find an optimal solution Thinking: Expert Knowledge Many different systems Encoding expert knowledge is appealing because it’s relatively easy Finite-state machines Production systems Decision trees Logical inference Can ask just the right questions As simple as if-then statements Problems with expert knowledge: not very scalable Finite-state machine (FSM) Production systems Consists primarily of a set of rules about behavior Productions consist of two parts: a sensory precondition (or "IF" statement) and an action (or "THEN") A production system also contains a database about current state and knowledge, as well as a rule interpreter Decision trees Logical inference Process of derive a conclusion solely based on what one already knows Prolog (programming in logic) mortal(X) :- man(X). man(socrates). ?- mortal(socrates). Yes Thinking: Search Employs search algorithm to find an optimal or near-optimal solution Branch-and-bound Depth-first Breadth-first A* pathfinding common use of search Kind of mixed Depth and breadth-first Thinking: Machine Learning If imparting expert knowledge and search are both not reasonable/possible, then machine learning might work Examples: Reinforcement learning Neural networks Decision tree learning Not often used by game developers Why? Thinking: Flip-Flopping Decisions Must prevent flip-flopping of decisions Reaction times might help keep it from happening every frame Must make a decision and stick with it Until situation changes enough Until enough time has passed Sense-Think-Act Cycle: Acting Sensing and thinking steps invisible to player Acting is how player witnesses intelligence Numerous agent actions, for example: Change locations Pick up object Play animation Play sound effect Converse with player Fire weapon Acting: Showing Intelligence Adeptness and subtlety of actions impact perceived level of intelligence Enormous burden on asset generation Agent can only express intelligence in terms of vocabulary of actions Current games have huge sets of animations/assets Must use scalable solutions to make selections Extra Step in Cycle: Learning and Remembering Optional 4th step Not necessary in many games Agents don’t live long enough Game design might not desire it Learning Remembering outcomes and generalizing to future situations Simplest approach: gather statistics If 80% of time player attacks from left Then expect this likely event Adapts to player behavior Remembering Remember hard facts Memories should fade Observed states, objects, or players Easy for computer Helps keep memory requirements lower Simulates poor, imprecise, selective human memory For example Where was the player last seen? What weapon did the player have? Where did I last see a health pack? Remembering within the World All memory doesn’t need to be stored in the agent – can be stored in the world For example: Agents get slaughtered in a certain area Area might begin to “smell of death” Agent’s path planning will avoid the area Simulates group memory Making Agents Stupid Sometimes very easy to trounce player Make agents faster, stronger, more accurate Challenging but sense of cheating may frustrate the player Sometimes necessary to dumb down agents, for example: Make shooting less accurate Make longer reaction times Engage player only one at a time Change locations to make self more vulnerable Agent Cheating Players don’t like agent cheating Sometimes necessary When agent given unfair advantage in speed, strength, or knowledge People notices it For highest difficultly levels For CPU computation reasons For development time reasons Don’t let the player catch you cheating! Consider letting the player know upfront No one wants to fight a stupid enemy, trade-off
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