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Probabilistic Smart Terrain

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Plausibility benchmarks and experimental results. Adding knowledge learned during exploration ... Algorithm produces plausible behavior for benchmarks ... – PowerPoint PPT presentation

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Title: Probabilistic Smart Terrain


1
Probabilistic Smart Terrain
  • Dr. John R. Sullins
  • Youngstown State University

2
Outline
  • What is Smart Terrain?
  • Why do we need to add probabilities?
  • Estimating expected distances to objects that
    meet character needs
  • Plausibility benchmarks and experimental results
  • Adding knowledge learned during exploration
  • Hierarchical application to games

3
Smart Terrain
4
Smart Terrain
  • Characters have needs
  • Example hunger
  • Objects in world meet needs
  • Example refrigerator with food inside
  • Characters move to objects that meet needs

5
Smart Terrain
  • Objects meets needs ? transmits signal
  • Signal weakens with distance
  • Signal moves around objects

6
Smart Terrain
  • Characters follow signal to objects
  • Move in direction of increasing signal
  • No need for complex navigation

7
Outline
  • What is Smart Terrain?
  • Why do we need to add probabilities?
  • Estimating expected distances to objects that
    meet character needs
  • Plausibility benchmarks and experimental results
  • Adding knowledge learned during exploration
  • Hierarchical application to games

8
Need for Probabilities
  • Smart terrain can result in implausible actions
  • Room character has never visited
  • Contains empty refrigerator
  • Does not transmit signal
  • Character ignores it
  • Not plausible behavior!

9
Probabilistic Smart Terrain
  • Objects broadcast signal of formI meet need n
  • I may meet need n with probability P
  • Probability uncertainty that
    object meets need
  • Character explore uncertain objects along path

10
Probabilistic Smart Terrain
  • Character should Move to closest object
    with highest probability
  • Problem Optimizing two separate criteria
  • Realistic Goal Plausible behavior

Meets hunger need with P 0.6 At distance 6
Meets hunger need with P 0.7 At distance 8
11
Outline
  • What is Smart Terrain?
  • Why do we need to add probabilities?
  • Estimating expected distances to objects that
    meet character needs
  • Plausibility benchmarks and experimental results
  • Adding knowledge learned during exploration
  • Hierarchical application to games

12
Expected Distances
  • Expected number of tiles character must travel
  • From current tile
  • To object that fulfills need
  • Based on
  • di distances to each object i
  • pi probabilities each object i meets need

13
Expected Distances
  • P(t) probability no objects within t tiles meet
    need

  • P(t) ? (1 pi ) (Equation
    1)
  • where di lt
    t
  • Based on assumption of conditional independence

14
Expected Distances
Distance 6 Prob 0.6
Distance 8Prob 0.7
  • t lt 6 P(t) 1
  • 6 t lt 8 P(t) (1 0.6) 0.4
  • t 8 P(t) (1 0.6)(1 0.7) 0.12

15
Expected Distances
  • Expected distance from tile T
    to tile that meets need
    E(T) S P(t) (Equation 2)
    t

t lt 6 P(t) 1
6 t lt 8 P(t) 0.4
t 8 P(t) 0.12
16
Expected Distances
  • Problem Sum could be infinite
  • Solution Limit t to some tmax
    tmax gt di ?i
  • tmax
  • E(T) S P(t) (Equation
    3) t


17
Expected Distances
  • Compute expected distance E(T) for all tiles T
  • Character moves to adjacent tile with lowest E(T)

18
Outline
  • What is Smart Terrain?
  • Why do we need to add probabilities?
  • Estimating expected distances to objects that
    meet character needs
  • Plausibility benchmarks and experimental results
  • Adding knowledge learned during exploration
  • Hierarchical application to games

19
Plausibility Benchmarks
  • Goal for gamesNon-player characters should
    behave plausibly
  • Move in direction that makes sense to player
  • Benchmarks for plausible behavior
  • Objects similar in either distance or probability
  • Group of objects in same direction
  • Objects that meet need with complete certainty

20
Plausibility Benchmarks
  • Objects at same distance ? move to higher
    probability
  • Objects with same probability ? move to closer one

21
Plausibility Benchmarks
  • Nearly same distance ? move to much higher
    probability
  • Nearly same probability ? move to much closer
    object

22
Plausibility Benchmarks
  • Aggregate probabilities benchmark
  • Multiple objects gt single object with higher
    probability
  • Assumption of conditional independence

23
Plausibility Benchmarks
  • Complete Certainty benchmark
  • Single object with probability 1 gt
    multiple objects with probability
    lt 1

24
Outline
  • What is Smart Terrain?
  • Why do we need to add probabilities?
  • Estimating expected distances to objects that
    meet character needs
  • Plausibility benchmarks and experimental results
  • Adding knowledge learned during exploration
  • Hierarchical application to games

25
Learned Knowledge
  • Probabilities changed when object reached
  • Object meets need ? probability becomes 1
  • Does not meet need ? probability becomes 0
  • Should affect future actions

Refrigerator empty
Move towards another goal
26
Learned Knowledge
  • Changing global map affects all characters
  • Will also appear to have learned this knowledge

New character enters room
Also ignores empty refrigerator
27
Learned Knowledge
  • Each character stores own world model
  • Belief object meets needs
  • Initially based on probabilities
  • Modified when objects explored

0
28
Learned Knowledge
  • Each object propagates raw data to tiles
  • Probability it meets need
  • Distance to that tile

29
Learned Knowledge
  • Character examines surrounding tiles
  • Modify probabilities using world model
  • Compute expected distances for each

30
Outline
  • What is Smart Terrain?
  • Why do we need to add probabilities?
  • Estimating expected distances to objects that
    meet character needs
  • Plausibility benchmarks and experimental results
  • Adding knowledge learned during exploration
  • Hierarchical application to games

31
Hierarchical Smart Terrain
  • More realistic scenario
  • Know whether objects meet needs
  • Dont know if object is present in given area
  • Go to entrance of most likely area
  • If object not present, move to another area
  • If object present, move to it

32
Hierarchical Smart Terrain
  • Area attractors at entrances to rooms
  • Broadcast to entire level
  • Probability object that meets need is in room
  • Probability set to 0 when reached by character
  • Objects in room
  • Signal range size of room
  • Probability 1 if present in room

33
Hierarchical Smart Terrain
  • Compute expected distances from area attractors
  • Move to best room

34
Hierarchical Smart Terrain
  • Object is present in area
  • Now in range of object, probability meets need
    1
  • Character will move directly to object

35
Hierarchical Smart Terrain
  • Object is not present in area
  • Set probability of area attractor 0
  • Character will move to next plausible attractor

36
Conclusions
  • Probabilities added to Smart Terrain algorithm
  • Characters move to adjacent tile with shortest
    expected distance to a tile that meets need
  • Algorithm produces plausible behavior for
    benchmarks
  • Probabilities overridden by learned knowledge
  • Hierarchical algorithm for realistic play

37
Ongoing Work
  • Characters with multiple needs at different
    levels
  • Low-probability object that meets critical need
  • High-probability object that meets less critical
    need
  • Which to move towards?
  • Objects that change over time
  • Empty refrigerator now may be restocked in future
  • Searching for other characters who move from
    place to place
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