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Enemy Agent Responding to stimuli in a real time 3D environment

Enemy Agent

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Enemy Agent. Responding to stimuli in a real time 3D environment. The Problem. To create a a real-time, AI agent in PC computer game ‘Half-Life’ that can respond to a wide array of stimuli in a fast paced environment and be an enjoyable challenge to fight in the game. - PowerPoint PPT Presentation

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Page 1: Enemy Agent

Enemy Agent

Responding to stimuli in a real time 3D environment

Page 2: Enemy Agent

The Problem

• To create a a real-time, AI agent in PC computer game ‘Half-Life’ that can respond to a wide array of stimuli in a fast paced environment and be an enjoyable challenge to fight in the game.

Page 3: Enemy Agent

Designing the Agent

• The concept of a game ‘modification’ and its relation to all areas of modern coding practice.

• Other research in this area. [2]• Modelling behaviours on territorial animals,

leading to a focus on non-typical computer game behaviours. [5]

• Designing the ‘fun factor’; immersion and evoking emotions in a human game player.[1]

Page 4: Enemy Agent

The Plan

• Basic functionality first style of design.[3]

• An agent that could respond interestingly to a wide variety of player behaviours rather than just blindly attacking.

• Putting the intelligence into the environment [4].

• Working together with other agents.

Page 5: Enemy Agent

Enemy Agent Class Diagram

Red = Completely original to this projectGreen = Modified for this projectBlue = Standard Half-Life class

Page 6: Enemy Agent

The Implementation

• Using a new language; C++• The challenges and advantages of working with

someone else’s code.• 3D aspect required relearning of mathematics of

trigonometry and vectors.• Extensive non coding materials required to get

project functioning.

Page 7: Enemy Agent

Agent’s in Action

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HungerFearAnger

Three key variables control the agents behaviour

Page 8: Enemy Agent

What the project achieved

• Created a functioning and hopefully fun in-game opponent.

• Made the in-game opponent display a variety of interesting responses to player driven stimuli.

• Successfully overcame implementation difficulties to implement the crucial specification requirements.

Page 9: Enemy Agent

Evaluation

• Some fringe aspects of the specification not completed due to difficulty and time constraints.

• Learned a huge array of new skills and feel the project was well planned and very satisfactorily delivered.

• Future work could focus on agents developing learning behaviour and reacting to a wider range of emotional drives, increasing the believability of the agents behaviour.

Page 10: Enemy Agent

Summary

• Project achieved its key aims.

• Targeted and background research has achieved excellent understanding of the subject area.

• Agent was well planned and designed in a very robust way.

Page 11: Enemy Agent

References

[1] Agents that Want and Like: Motivational and Emotional Roots of Cognition and Action - Papers from the AISB’05 Symposium by SSAISB Press

[2] It knows What You Are Going To Do: Adding anticipation to a Quakebot – By John E. Laird – Published 2001 http://ai.eecs.umich.edu/people/laird/papers/Agents01.pdf available on 21st April 2005

[3] Game Architecture and Design: A New Edition - Andrew Rollings and Dave Morris - Published 2003 by New Riders

[4] Solving the right problem – Neil Kirby, Bell Laboratories – Published 2002 AI Game Programming Wisdom, Charles River Media

[5] Territorial intrusion risk and antipredator behaviour: a mathematical model - Diaz-Uriarte R - Proceedings: Biological Sciences, Volume 268, Number 1472 / June 7, 2001