Physics / AI Week 4 GAM 224. Outline Announcements Demos Discussion Break Lecture Physics AI.
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Transcript of Physics / AI Week 4 GAM 224. Outline Announcements Demos Discussion Break Lecture Physics AI.
![Page 1: Physics / AI Week 4 GAM 224. Outline Announcements Demos Discussion Break Lecture Physics AI.](https://reader037.fdocuments.in/reader037/viewer/2022110213/56649f215503460f94c39c1a/html5/thumbnails/1.jpg)
Physics / AIWeek 4
GAM 224
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Outline
Announcements Demos Discussion Break Lecture
PhysicsAI
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Announcements
Games on ordernow here
Game lab move
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Demos
Civilization 3 (Mortega) Total Annihilation (Reedy) Evil Genius (Kaplanskiy) Railroad Tycoon 3 (Johnson-Vinion) Sims 2 (DiConsola)
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Game physics
Not Physics 101 physicswhat happens to objects in the game
world and whyusually doesn't include decisions of
non-player characters
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Example: Asteroids
What is the physics of Asteroids?
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Basic fact
All physics is simplificationcomplex multi-body physical
simulations are too slowreality is chaoticlimits to what can be rendered
graphically
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Example: Halo
What happens when a grenade explodes?do we simulate the ignition and rapid
oxidation of explosives, pressure waves, metal shear and shrapnel trajectories?
do we simulate concussion injuries, soft tissue damage, and bone trauma?
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State
The state of the gamerepresentation of the unique instant in
the game world• what the "save game" feature should
save In a card game
each player's handthe deck
In Asteroids?
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Game physics
Physics = the evolution of the game statewe want the player to feel as though
there is a real world in the gamethe game state must be complexits evolution must seem naturalthe player's control over it should
seem natural
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Natural?
Games are profoundly unnatural Aliens? Psychic powers? Controlling a
civilization over centuries? As in fiction
"willing suspension of disbelief" natural within the game world context
Game physics may have nothing to do with Newton's
physics
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Scripting
When there is a fixed stereotyped response to an action in the gamewe say it is "scripted"
As opposed to "simulated"
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Example
Designer decides what should happen when a grenade explodesx amount of damage to all units within
certain radiusx/2 damage within a larger radiusleaves a certain "stencil" on the floor
or wall Simplifying the actual physics
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Example
Locked doorIf player ties to go through locked door
with key in inventory, the door opens and key is used up
ConsequencesDoors cannot be battered down,
removed from hingesLocks cannot be picked
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Advantages of scripting
Much, much fasterto apply a simple rule than to run a
physical simulation Easy to write, understand and modify
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Disadvantages of scripting
Limits player creativityPlayers will try things that "should"
work• based on extensive physical intuition
Will be disappointed if they don't Game will need many scripts
predicting their interactions can be difficult
complex debugging problem
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Simulation
Will still be a simplification Represent the quantities of interest
represent the forces that act on themcreate physical laws for the game
worldevolve the game state according to
these laws
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Benefits of simulation
More player optionsDesigner doesn't have to anticipate
every way to do something Physical laws reusable
Do not have script every objectCan build (or buy) generic physics
engine
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Disadvantages of simulation
Speedextensive simulation may make the
game too slow Memory
game state may become much larger Testing
difficult to test all possibilities
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Design decision
How much to simulate? Where player creativity is important Where realism is important Where a simple enough model can be built
What level of detail is required? depends on the constraints of the game always a computational cost
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Example
Script when player enters room, guards converge and attack
Simulation #1 when player takes a step, sound is heard over certain radius if guard is within radius and in room, guard will converge and attack
Simulation #2 when player takes a step, volume of sound is calculated based on
level of stealth, floor material, etc. sound is propagated through room and attenuated based on room
contents guards receive sound signal and if loud enough to reach attention,
they will move in the apparent direction of sound Simulation #3
same as #2, but in 3 dimensions, through floors, etc.
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AI
"Physics" of non-player characterssimulating the opponentsimulating other characters
In some games it is the whole pointclassic strategySims
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Artificial Intelligence
Broad field of study1950s: how to make computers think
like people Now
how to make computers less stupid
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Game AI
Uses very little from AI researchtoo slowfocused on different problems
Main issue"planning"
• how to get characters to act believably
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Planning
A planning problemCurrent stateEnd stateKnown operations
• preconditions• postconditions
Construct a sequence of operations to transform
current state to end state
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Example
Current state player is alive
End state player is dead
Known operations move around use machete
• precondition: must be near target• postcondition: target is dead
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Means-ends analysis
Work backwards from desired goal to current state
Exampleto use machete, must be near playerto get near player, moveetc.
Problemthe world changes all the time
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Modern planning
Much more complex Integration of
actingsensingchoosingprioritizingetc.
Overkill for games
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Typical game AI tasks
Character behaviorsusually scripted actions
Route findingmany games
Resource managementin strategy games
Modeling character relationshipsin some RPGs, some strategy games
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Goals for AI
Provide player with challenge Make a good game experience May go against "intelligence"
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Issues
Simulate or script?as in physics
Opponent should not make obvious errors
Opponent should not be totally predictable
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Example
Simulation when player is firing, construct a line-of-sight map
from player's position. Find area outside of line-of-site especially if it is large and close
Script have predefined "hiding" zones when attacked go to the nearest location
In-between have predefined "hiding" zones calculate which is in the line-of-sight go to closest re-evaluate line-of-sight and move
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AI in design
Not too smart Don't set expectations too high Game play is more important
Not too dumb Must cover minimum player expectations
Compensate Level design Resource advantages
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Role-playing
Demo Ballerini: Tales of Symphonia Bubon: Paper Mario Devlin: Pokemon FireRed Miranda: Knights of the Old Republic Summers: Fable
Non-demo Bennett: Tales of Symphonia Dannemiller: Worlds of Warcraft Hahn: Diablo 2 Abero: Knights of the Old Republic Lipsey: Final Fantasy X-2