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IADaveMark

Member Since 02 Jan 2002
Offline Last Active Yesterday, 09:40 PM

#5296390 how would you do this w/ utility based AI + influence maps ?

Posted by IADaveMark on 13 June 2016 - 03:45 PM

The Imap system is used most often for 2 different things:

  • What is the value of the location I'm at (or a target is at)?
  • Where is the highest/lowest place in the map?

In this case, the former suggests when you should flee (by being an input into the flee decision) and the latter suggest to where you should flee if you decide to.




#5294381 What AI Problems do YOU want discussed at the AI Summit?

Posted by IADaveMark on 31 May 2016 - 05:14 PM

Behold!

 

http://www.gdcvault.com/play/1023395/AI-Pre-Mortem-How-to




#5292568 how can neural network can be used in videogames

Posted by IADaveMark on 19 May 2016 - 10:03 PM

Yeah, Go is actually a very simple game with a very large branching factor. That is NOT the case for most game AI needs.




#5292057 how can neural network can be used in videogames

Posted by IADaveMark on 17 May 2016 - 07:05 AM

This sounds a lot like a homework question -- which we don't do here. Just sayin'.

 

To provide a general answer, however...

 

#facepalm

 

Yes... that is my answer.




#5289753 good websites for game ai?

Posted by IADaveMark on 02 May 2016 - 10:00 AM

I need to updated it, but there is a sticky post at the top of this forum with links.




#5287319 whats an easy way to implement this behavior?

Posted by IADaveMark on 17 April 2016 - 10:46 AM

I have been using a modular influence map system at my last 3 clients (SOE for EQNext, ArenaNet for GuildWars 2, and now Pixelmage on Hero's Song). I wrote an article about it in the book Game AI Pro 2 and will be speaking about it at next year's GDC AI Summit.

 

The short version is that you project influence from things out into the world by propagating it into a grid -- falling off in value the further you are from something. When characters decide when to move, pick locations to move to, or even pathfind to new locations, they can look up values from the influence map system. They can determine things like "how much threat am I under right here?", "where is a low threat spot nearby?", or "what is a path I can take that has the least amount of threat?" By having different maps for different factions or hazards, you can combine them in meaningful ways to get a total value.




#5282642 3D Combat Best Architecture

Posted by IADaveMark on 22 March 2016 - 09:24 AM

You are conflating decision-making and movement. Those are not the same thing. The first thing you need to do is decide what you are doing (e.g. pursue, flee, dodge missile, dodge fire, etc.) and then decide how you are doing it. For example, the movement for pursue is very different than that of dodge missile

 

I will give you the same advice I give everyone else... analyze very carefully how you play the game and think about what you would need to do to codify that.




#5282640 need guidance about minimax

Posted by IADaveMark on 22 March 2016 - 09:21 AM


minimax comes from game theory, which despite the name, has pretty much nothing to do with AI in video games - or anything to do with video games at all for that matter.

 

Oof... dude... really? Having included game theory as part of my book on AI and given lectures about game theory in games, I disagree very much with this statement.

 

The same economic reasoning that goes into Prisoner's Dilemma can be used in agent AI. Many games can be reduced to variations on Rock, Paper, Scissors. Those are just 2 examples.

 

Anyway, not to get off track... but wow...




#5281373 What AI Problems do YOU want discussed at the AI Summit?

Posted by IADaveMark on 15 March 2016 - 01:12 PM

Yes, we did use some of these in the Summit panel. I'll let you know when it is posted on the GDC Vault. Thank you to those of you who contributed!




#5279893 What AI Problems do YOU want discussed at the AI Summit?

Posted by IADaveMark on 06 March 2016 - 06:37 PM

We still have a little bit of time if you want to submit something for the panel!




#5279778 what cana be replacement of state machines

Posted by IADaveMark on 06 March 2016 - 12:10 AM

I was about to say that the "age of state machines" has been over for about 10 years. And then I saw that the article was written in 2007. So yeah... it's been dead for a long time.

 

Here's a description and analysis of what all is available and in use.

 

http://intrinsicalgorithm.com/IAonAI/2012/11/ai-architectures-a-culinary-guide-gdmag-article/




#5278559 What AI Problems do YOU want discussed at the AI Summit?

Posted by IADaveMark on 28 February 2016 - 09:29 AM

What order would you be putting your plys in? In standard minmax, it is "me, opponent, me, opponent...". When you are trying to sort out which "me" is going first, the complexity is largely inside each ply itself. Even just the ordering of 3 characters leads to a few different states to solve, i.e. ABC, ACB, BAC, BCA, CAB, CBA. Now if you add on the possibility that each of those characters could have different types of actions, you get a whopper of a combinatorial explosion. Just in one ply of your min-max.




#5278500 What AI Problems do YOU want discussed at the AI Summit?

Posted by IADaveMark on 27 February 2016 - 11:37 PM

 

Actually I have a second related question:  Lets say I have an TRPG with 3 characters able to attack an enemy in the same turn.  Now lets say one character has the possibility to stun the enemy and lets say one has low hp.  It would make sense to have the character with stun attack first to potentially minimize the damage done to the other characters assuming the character with the stun is not of low HP.  So not only a matter of what the best move is but the best order.  I suppose you could extend this thinking even further and what the optimal combined attack with minimal loss would be.  Or something like that.

You could easily do this with a min-max algorithm. In fact, it would be the expected outcome from applying an appropriate min-max.

 

 

Actually, setting up a min-max algo with 3 characters on the same side would be a pain. MCTS would work better, I suppose, but when you are trying to figure out the sequencing stuff, a planner might actually do a bit better.

 

Of course, there are ways of setting up a utility system with a blackboard that allows teammates to register what they could possibly do and use a priority weighting structure to sort out the options.




#5276678 What AI Problems do YOU want discussed at the AI Summit?

Posted by IADaveMark on 18 February 2016 - 03:23 PM

I'm looking more for a game-specific situation. "Say I have a group of agents in an RPG that each have their own abilities. How do I get them to use their abilities the best way, but yet also be aware that their teammates might also be better-equipped or better-positioned to do something than they are?"




#5276044 What AI Problems do YOU want discussed at the AI Summit?

Posted by IADaveMark on 16 February 2016 - 05:28 PM

 

How an AI manages a large-scale battle in an RPG with many units and unit types. For example - When to retreat, which units should target others, group movement during the battle, consideration of reinforcements.


Spoilers.

 

 

Hmmm... this keeps coming up. Odd, that...






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