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AI and Pathfinding

AI and Pathfinding. CS 4730 – Computer Game Design Some slides courtesy Tiffany Barnes, NCSU. AI Strategies. Reaction vs. Deliberation When having the NPC make a decision, how much thought goes into the next move? How is the AI different in: Frozen Synapse Kingdom Hearts Civilization

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AI and Pathfinding

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  1. AI and Pathfinding CS 4730 – Computer Game Design Some slides courtesy Tiffany Barnes, NCSU

  2. AI Strategies • Reaction vs. Deliberation • When having the NPC make a decision, how much thought goes into the next move? • How is the AI different in: • Frozen Synapse • Kingdom Hearts • Civilization • Halo 2

  3. AI Strategies • Reaction-Based • Fast, but limited capabilities • Implementations • Finite-State Machines • Rule-Based Systems • Set Pattern 3

  4. AI Strategies • Deliberation-Based • Much slower, but more adaptable • Implementations • A* / Dijkstra • Roadmaps • Genetic Algorithms 4

  5. Deliberation • Goal is to emphasize making the best possible decision by searching across all possibilities • Thus, deliberation tends to use various search algorithms across data structures that contain the option space 5

  6. “Sense – Plan – Act” • Sense (or perceive) a sufficiently complete model of the world • Plan by searching over possible future situations that would result from taking various actions • Act by executing the best course of action • Each possible outcome is effectively scored by a “metric of success” that indicates whether the choice should be taken or not 6

  7. Deliberative vs. Reactive • These are NOT mutually exclusive! • You can have reactive policies for immediate threats • Incoming PC fire • Environmental destruction • And you can have deliberative policies for long-term planning • Build orders and positioning 7

  8. Core Questions • How do you represent knowledge about the current task, environment, PC, etc? • How do you find actions that allow the goal to be met? 8

  9. Knowledge Representation • A decision tree is a common way to represent knowledge • The root node is the current state of the game state WRT the NPC / AI • Thus, deliberative AI techniques are effectively versions of search and shortest-path algorithms! 9

  10. Tic-Tac-Toe • What is the decision tree for Tic-Tac-Toe? 10

  11. The Goal State • The objective of the decision tree model is to move from the initial game state (root of the tree) to the goal state of the NPC • What might a goal state be? • When searching through the decision tree space, which path do we take? 11

  12. Cost and Reward • Every choice has a cost • Ammo • Movement • Time • Increase vulnerability to attack • Every choice has a reward • Opportunity to hit PC • Capture a strategic point • Gain new resources 12

  13. Minimax Algorithm • Find the path through the decision tree that yields the best outcome for one player, assuming the other player always makes a decision that would lead to the best outcome for themselves 13

  14. Naïve Search Algorithms • Breadth-First Search • At each depth, explore every option at the next depth • Depth-First Search • Fully explore one possible path to its “conclusion”, then backtrack to check other options • What are the problems with these techniques in gaming? 14

  15. Breadth-First Search • Expand Root node • Expand all Root node’s children • Expand all Root node’s grandchildren • Problem: Memory size Root Root Child2 Child1 Root Child2 Child1 GChild2 GChild1 GChild4 GChild3

  16. Uniform Cost Search • Modify Breadth-First by expanding cheapest nodes first • Minimize g(n) cost of path so far Root Child2 Child1 GChild4 8 GChild2 5 GChild3 3 GChild1 9

  17. Depth First Search • Always expand the node that is deepest in the tree Root Root Child1 Child1 Root GChild2 GChild1 Child1 GChild1

  18. Adding a Heuristic • Simple definition: a heuristic is a “mental shortcut” to ignore non-useful states to limit the search space and make the decision tree more reasonable • What metrics might we use to determine “the value” of a potential option? • What metrics might we use to determine “the cost” of a potential option? 18

  19. Adding a Heuristic • Creating an AI heuristic forms the basis of how the NPCs will behave • Will they ignore enemies that are farther than X away? • Will they avoid water? • Will they always move in the straightest path to the PC? 19

  20. Cheaper Distance First! 20

  21. Greedy Search • Expand the node that yields the minimum cost • Expand the node that is closest to target • Depth first • Minimize the function h(n) the heuristic cost function

  22. Greedy Search 22

  23. Greedy Search 23

  24. Greedy Search • Greedy gives us (often) a sub-optimal path, but it’s really cheap to calculate! • How can we improve on this? • Add another aspect to the function – the cost of the node + the heuristic distance 24

  25. A* • A best-first search (using heuristics) to find the least-cost path from the initial state to the goal state • The algorithm follows the path of lowest expected cost, keeping a priority queue of alternate path segments along the way 25

  26. A* Search • Minimize sum of costs • g(n) + h(n) • Cost so far + heuristic to goal • Guaranteed to work • If h(n) does not overestimate cost • Examples • Euclidean distance

  27. A* 27

  28. A* 28

  29. A* 29

  30. Navigation Grid 30

  31. Pathfinding in “real life” • These algorithms work great when the game is grid based • Square grid • Hex grid • For more “open” games, like FPSs: • Path nodes are placed on the map that NPCs can reach • Navigation mesh layers are added over the terrain • Often done automatically in advanced engines 31

  32. Navigation Mesh • Instead of using discrete node locations, a node in this instance is a convex polygon • Every point inside a valid polygon can be considered “fair game” to move into • Navigation meshes can be auto generated by the engine, so easier to manage than nodes • Can also handle different sized NPCs by checking collisions 32

  33. Navigation Mesh 33

  34. Groups • Groups stay together • All units move at same speed • All units follow the same general path • Units arrive at the same time Obstruction Goal

  35. Groups • Need a hierarchical movement system • Group structure • Manages its own priorities • Resolves its own collisions • Elects a commander that traces paths, etc • Commander can be an explicit game feature

  36. Formations • Groups with unit layouts • Layouts designed in advance • Additional States • Forming • Formed • Broken • Only formed formations can move

  37. Formations • Schedule arrival into position • Start at the middle and work outwards • Move one unit at a time into position • Pick the next unit with • Least collisions • Least distance • Formed units have highest priority • Forming units medium priority • Unformed units lowest

  38. Formations Not so good… 1 2 3 1 7 2 4 5 9 3 6 7 8 9 5 6 8 4 1 7 2 3 5 9 6 Better… 8 4

  39. Formations: Wheeling • Only necessary for non-symmetric formations Break formation here Stop motion temporarily 1 2 3 4 5 Set re-formation point here 5 4 3 2 1

  40. Formations: Obstacles Scale formation layout to fit through gaps 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 Subdivide formation around small obstacles 1 2 3 4 5

  41. Formations • Adopt a hierarchy of paths to simplify path-planning problems • High-level path considers only large obstacles • Perhaps at lower resolution • Solves problem of gross formation movement • Paths around major terrain features

  42. AI That Learns • Imagine a player in Madden calls a particular play on offense over and over and over • The heuristic values for certain states should change to reflect a more optimal strategy • Now, the adjustment of heuristic values represents long-term strategy (to a degree) 42

  43. AI That Evolves • Neural networks add in a mutation mechanic • Bayesian networks can also learn and add inferences • How much processing power can we use for this? • Is it better to truly have a “learning” AI, or should we just adjust some game parameters? 43

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