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AI for Games CM0328D

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Video Game Early History. 1958 Willy Higinbotham invents a tennis-like game on an oscilloscope ... 1961 Steve Russell creates Spacewar on a PDP-1. 1968 ... – PowerPoint PPT presentation

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Title: AI for Games CM0328D


1
AI for GamesCM-0328D
Video Games and Real Time AI
2
Video Game Early History
  • 1958 Willy Higinbotham invents a tennis-like
    game on an oscilloscope
  • 1961 Steve Russell creates Spacewar on a PDP-1
  • 1968 Ralph Baer patents a TV video tennis game
  • 1971 Nutting release a video game cabinet (for
    Spacewar). It bombs.
  • 1972 Atari formed and Pong released test
    units get flooded with quarters
  • 1977 Atari releases VCS home video console
  • 1978 Nintendo releases computer Othello, Atari
    releases football (using a trackball), Midway
    imports Taitos Space Invaders

3
Video Game Genres
  • Abstract, Adaptation, Adventure, Artificial Life,
    Board Games, Capturing, Card Games, Catching,
    Chase, Collecting, Combat, Demo, Diagnostic,
    Dodging, Driving, Educational, Escape, Fighting,
    Flying, Gambling, Interactive Movie, Management
    Simulation, Maze, Obstacle Course,
    Pencil-and-Paper Games, Pinball, Platform,
    Programming Games, Puzzle, Quiz, Racing,
    Role-Playing, Rhythm and Dance, Shoot Em Up,
    Simulation, Sports, Strategy, Table-Top Games,
    Target, Text Adventure, Training Simulation, and
    Utility

The Medium of the Video Game (Mark J. P. Wolf)
4
Video Game AI
  • Mostly a mix of
  • Scripting (e.g. shooting games)
  • Rule-based systems
  • Pathfinding
  • Finite state machines (with/without a stack)
  • Simple planning
  • Environmental Triggers

5
Rule-based AI
  • Build a flowchart for a simple plant-eating
    organism
  • Then build a flowchart for a meat-eating organism
    that would beat your plant-eater
  • Then build a flowchart for a plant eating
    organism that would be successful against your
    meat-eating organism

6
Pathfinding
Start
Finish
7
A search (1)
  • 1) Add the starting square to the open list.
  • 2) Repeat the following
  • a) Look for the lowest F cost square on the open
    list. We refer to this as the current square.
  • b) Switch it to the closed list.
  • c) For each of the 8 squares adjacent to this
    current square
  • If it is not walk able or if it is on the closed
    list, ignore it. Otherwise do the following.
  • If it isn't on the open list, add it to the open
    list. Make the current square the parent of this
    square. Record the F, G, and H costs of the
    square.
  • If it is on the open list already, check to see
    if this path to that square is better, using G
    cost as the measure. A lower G cost means that
    this is a better path. If so, change the parent
    of the square to the current square, and
    recalculate the G and F scores of the square. If
    you are keeping your open list sorted by F score,
    you may need to resort the list to account for
    the change.

8
A search (2)
  • d) Stop when you
  • Add the target square to the open list, in which
    case the path has been found, or
  • Fail to find the target square, and the open list
    is empty. In this case, there is no path.
  • 3) Save the path. Working backwards from the
    target square, go from each square to its parent
    square until you reach the starting square. That
    is your path.

9
Pathfinding Step 2
10
Pathfinding Step 3

11
Pathfinding Step 4


12
Pathfinding Step 14



13
Getting back the path




14
Finite State Machines
Switch up
ON
OFF
Switch down
And so much more
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