F.E.A.R. - PowerPoint PPT Presentation

1 / 17
About This Presentation
Title:

F.E.A.R.

Description:

The game is less repetitive making it more entertaining ... Player needs to constantly adapt to current situation in the game. The game takes more time to finish ... – PowerPoint PPT presentation

Number of Views:47
Avg rating:3.0/5.0
Slides: 18
Provided by: Ban8
Category:
Tags: game

less

Transcript and Presenter's Notes

Title: F.E.A.R.


1
F.E.A.R.
  • Game AI Evaluation
  • by Robert Rak

2
What is F.E.A.R. ?
  • FEAR is a First Person Shooter game
  • Player takes on the role of an elite strike force
    team soldier ordered to infiltrate an aerospace
    compound taken over by unknown paramilitary
    assailants
  • Main objective is to eliminate any hostile
    presence in the compound and to determine the
    reasons of their attack

3
F.E.A.R. Development
  • Developed by Monolith Productions
  • Utilizes Jupiter EX game engine developed by
    Touchdown Entertainment
  • DirectX 9 Renderer
  • Hovoc Physics Engine

4
How AI is used in F.E.A.R. ?
  • Used to control all functions of in game NPCs
  • Movement
  • Tactics / Squad behavior
  • Communication
  • Weapon selection
  • Firing

5
AI techniques used in F.E.A.R.
  • NavMesh
  • Description of spatial relationships
  • GOAP
  • Goal Oriented Action Planning
  • NPC communication

6
NavMesh
  • Used to define areas of the map where the NPC can
    move instead of waypoints
  • Consists of groups of polygons defining a
    specific area, which can be used collectively to
    specify possible movement paths
  • NPCs use the mesh to move to an area and not a
    specific point in map, which makes it easier to
    avoid objects

7
NavMesh
  • NPCs use knowledge of the mesh to select best
    movement paths for flanking, area search, and
    other tactical scenarios
  • Polygons in a NavMesh can be flagged with special
    links, which trigger specific actions depending
    on the environment like opening doors, using
    ladders, jumping over obstacles, take cover
    behind objects

8
Goal Oriented Action Planning
  • Goals and actions needed to fulfill that goal are
    determined in real time
  • GOAP approach makes the NPC behavior less
    repetitive and predictable
  • Real time action planning allows to react and
    adopt to changes in the environment

9
Goal Oriented Action Planning
  • Planning system inputs
  • Current state of the world
  • Goals to be satisfied
  • Possible actions
  • Planning system outputs
  • Plan consisting of valid sequence of actions

10
Goal Oriented Action Planning
  • Each action has its preconditions, which need to
    be met at the time of execution to be valid
  • Each action has an assigned cost metric, which is
    used in the process of defining a plan

11
NPC Communication
  • Enemies use audible communication during gameplay
    reacting to the player actions
  • NPCs send information about the players
    location when spotted or tactical movements like
    flanking
  • AI characters recognize for example the death of
    a teammate, can mark a region as dangerous for
    other NPCs to avoid, or call for backup when
    needed

12
AI Implementation Tools
  • Description of used tools is incomplete
  • Content Creation Tools included with the Jupiter
    EX game engine
  • World Edit
  • F.E.A.R. Public Tools
  • Specify NavMesh with special links
  • Add AI characters into the level
  • Define actions for NPC through script (patrol,
    attack)

13
Strengths of F.E.A.R. AI
  • Actions for accomplishing goals are defined in
    real time making the game less repetitive.
    Enemies attack using different tactics in the
    same area of the map.
  • NPCs are aware of the surrounding environment
    using it for taking or creating cover from
    hostile file.
  • Communication between team members allows for
    implementation of better tactics, like
    regrouping, calling for backup, flanking, taking
    cover.

14
Strengths of F.E.A.R AI
  • Good defensive behavior of NPCs. They can move
    backward while looking for cover and shoot at the
    same time to defend themselves.
  • Using squad tactics. While some squad members
    draw the players attention the others look for
    ways sneaking behind him.
  • Good use of weapons. The NPCs can use the
    appropriate type of weapon depending on range and
    situation.

15
Weaknesses of F.E.A.R AI
  • Easy to manipulate. By shooting in a specific
    area, the player can lure the AI characters into
    a trap.
  • Predictable after a time. After analyzing the
    behavior of NPCs in similar situations their
    actions can be predicted and used as an
    advantage.
  • Incorrect patrolling behavior. While patrolling,
    AI characters do not look around enough and
    ignore checking obvious danger areas making it
    quite easy to sneak up on them.

16
Weaknesses of F.E.A.R. AI
  • NPCs leave good cover spots too quickly
    revealing themselves to enemy fire.
  • No cancellation of actions in progress. Once an
    action to move from one place to another has been
    initiated, the NPCs will carry it out no matter
    what, even if he will get under heavy fire.
  • AI characters are not always ready to fire and
    can be surprised easily. They can walk from
    behind a corner without checking if it is safe
    and are not ready to fire if there is such a need.

17
AIs Effect on Gameplay
  • The game is less repetitive making it more
    entertaining
  • AI characters present a good level of
    intelligence posing more of a challenge for the
    player
  • Requires more tactical thinking on the players
    part
  • Player needs to constantly adapt to current
    situation in the game
  • The game takes more time to finish
Write a Comment
User Comments (0)
About PowerShow.com