Title: Movement AI
1Movement AI
2Movement AI in Millingtons Model
3Movement AI vs. Animation
- Many games rely solely on some movement AI, and
very little advanced decision-making - Movement AI vs. Animation overlap
- Movement AI movement of characters around the
game level and NOT movement of limbs/faces/parts
etc.
4Movement algorithm structure
52D Movement - Statics
- Characters as Points
- Static structure
- Position of character (two linear coordinates in
a 2D vector) - Orientation (floating point value in radians)
- 2D movement commonly take place on the x-z plane
with y axis fixed to zero - In standard game engines by default, a character
is looking down the z-axis at zero orientation
6Kinematics
- Movement (velocity) calculated based on position
and orientation alone - No acceleration involved? A little unrealistic,
but works fine for many games. Simpler to
implement. - Kinematic structure
- Position of character (2D or 3D vector)
- Orientation (floating point value indicating
degree of facing) - Velocity (2D or 3D vector indicating speed and
direction) - Rotation (floating point value indicating
rotation speed) - Steering structure
- Return accelerations (for movement and rotation)
to change velocities of character
7Updating Position and Orientation
- High-school physics equations for motion
- s vt 0.5at2
- If frame rate high, update time is small, the
square is even smaller, contribution of
acceleration is negligible - Common to see the 2nd term removed from the
update loop for fast movement updates (less
computation too) - s vt
8Kinematic Movement Algorithms
- Use static data (position orientation, no
velocities) to output a desired velocity - No acceleration used
- Abrupt changes in velocity can be smoothed over
several frames to give realistic look - Further simplification Force orientation of
character to be in the direction it is traveling
(without any smooth rotation)
9Seek (Kinematic)
- Input Characters and Targets static data
(position orientation) - Calculates
- Velocity direction (vector) from the character to
the target by subtracting position of character
from position of target) - No rotation
- Perform normalization on the direction vector to
obtain unit vector, which will then be multiplied
with the max speed of character
10Flee (Kinematic)
- Simply reverse the calculation of the velocity
direction vector, to move away from the target - Calculate from target to character
11Arrive (Kinematic)
- SEEK is designed for chasing
- If the character seeks a particular location in
the world at constant maximum speed, it is likely
to overshoot an exact point, wiggle backward and
forward trying to get there. - Arrive introduces
- A radius of satisfaction (to check if the
character is nearing location) - A time-to-target value (to slow character down if
it is within radius of satisfaction) - Inside radius, Velocity Dist. from location /
Time-to-target - This reduces as the character is nearing location
12Wander (Kinematic)
- Character meanders randomly (like a random walk)
in a forward direction - Always moves in the direction of the current
orientation at maximum speed - Direction of orientation is randomized here
- Take a random number between 1 and 1 (where
values around zero are more likely), and multiply
by a fixed maximum rotation speed), to get new
rotation velocity
13Steering Behaviors
- Extend kinematic algorithms by adding velocity
and rotation as input thus characters have
acceleration - 2 categories
- Fundamental steering behaviors
- Behaviors built from combination of fundamental
behaviors - Input Kinematic values of a moving character
- Target information can be from another moving
character, collision geometry of the world, or
specific path geometry
14Variable Matching
- Simplest form of steering behaviors involve
matching variables from character with variables
from target. - Matching
- Position of target (Seek, Arrive)
- Orientation of target (Align)
- Velocity of target (Velocity Matching)
- Delegation or Combination of various kinematic
elements - There could be opposite behaviors that will
intend to unmatch as much as possible.
15Seek Flee
- Seek match position of character with position
of target. - Direction vector from character to target.
- Velocity/speed of character needs to be clipped
from exceeding its maximum value, since
acceleration will cause its speed to grow larger
and larger. - Acceleration is applied to the direction to the
target, limited by a maximum value - Introduce additional drag to prevent orbiting of
target - Flee Direction vector from target to character
16Arrive
- Similar to (Kinematic) Arrive, this (Dynamic)
Arrive intends to slow the character down as it
approaches the target so that it arrives exactly
at the right location
17Arrive
- Uses 2 radii
- Arrival Radius lets character get near enough
to target w/o letting small errors keep it in
motion - Slowdown Radius slows character down when it
passes into this radius. Ideal speed is
calculated using time-to-target method (like
before). Upon entering this radius, speed is
maximum. Zero speed when arrive successfully. - The target velocity (speed) is interpolated using
distance from target - When a character is moving too fast to arrive at
right time, target velocity lt actual character
velocity, acceleration will be negative, or
acting to slow it down
18Leave
- Opposite behavior to Arrive
- No point in implementing Unlikely to want to
accelerate and build up speed if leaving. - Just using Flee (move at maximum velocity)
19Align
- Match orientation of the character with that of
target - Pays no attention to position/velocity of
character/target - Idea Subtract character orientation from target
orientation, and convert result into range (-p,
p) radians - Algorithm is similar to Arrive
20Velocity Matching
- Idea Use acceleration to get to the target
velocity - Subtract velocity of character from velocity of
target to get velocity difference - Use time-to-target method to find
acceleration/deceleration to be applied to
character - How is matching velocities useful?
- Also becomes much more useful when combined with
other behaviors (e.g. flocking steering behavior)
21Delegated Behaviors
- More complex behaviors that make use of the basic
fundamental steering behaviors - Seek, Align and Velocity Matching are the
fundamental behaviors that can be used - Programming Tip Polymorphic style needed to
capture these dependencies
22Pursue
- When seeking a moving target, constantly moving
towards the targets current position is not
sufficient! - Going in circles? Inefficient? Look unrealistic?
- Instead of aiming at its current position, how
about predicting where it will be at some time in
the future, and aim towards that point?
23Pursue
- Does not need sophisticated algorithms
Overkill! - Assumption Target will continue moving with same
velocity as it currently is.
- Work out distance between character and target,
and how long it takes to get there - Use this time interval as prediction time
- Calculates position of target based on the
assumption - Use new position as target for Seek
24Evade
- Simply the opposite behavior to Pursue
- Instead of delegating to Seek, delegate it to Flee
25Face
- Makes character look at its target
- Delegates to Align behavior to perform rotation,
but calculates target orientation first - Target orientation generated from relative
position of target to character
26Looking Where Youre Going
- To enable character to face in the direction it
is moving - Using Align, give the character angular
acceleration to make it face the right way while
moving this method causes gradual facing change
(more natural) - Method of implementation is similar to Face
behavior except for target orientation which is
calculated using current velocity of character
27Wander
- In Kinematic version, direction of character is
perturbed by a random amount of rotation each
time it was run. Result Erratic rotation - This can be smoothen by making orientation of the
character indirectly reliant on random numbers. - OR, think of it as a delegated Seek behavior.
- Idea 1 Constrain the target to a circle around
the character
28Wander
- Idea 2 Improve it by moving the circle out in
front of the character and shrink it down - Face or Look Where Youre Going behaviors can be
used to align the characters orientation to the
direction it is moving - A maximum wander rate can be used to constrain
the random numbers to an interval within the
previous wander direction to prevent too much
erratic rotation
29Path Following
- Steering behavior that takes a whole path as a
target - Move along path in one direction
- A Delegate behavior
- Calculates position of target based on current
character location and shape of path - Hands over its target to Seek
30Path Following
- 2 stages
- Current character position is mapped to nearest
point along path. Curved paths or paths with many
line segments can increase computation
complexity. - Target is selected further along the path than
the mapped point by a fixed distance. Seek the
target.
31Predictive Path Following
- Predictive version
- Predict where the character will be in a short
time. - Map this to the nearest point on the path. This
is the candidate target for seeking. - If the new candidate target has not been placed
farther along the path than it was at the last
frame, then change to new target.
32Predictive Path Following
- Upside Smoother for complex paths with sudden
direction change - Downside Cutting-corner behavior Character may
miss a whole section of the path if two sections
of a path come close together
33How to Construct Path?
- For ease of use in graphic/rendering systems,
paths are normally represented using a single
parameter (normally floating-point, constraint to
a range) that increases monotonically along the
path (can be seen as distance along path)
34Separation
- Commonly used for crowd simulations (where number
of characters are heading roughly same direction) - Acts to keep characters from getting too close
and crowded. - Does not work when characters move across each
others path - Zero output in terms of movement!
35Separation
- Idea If behavior detects another character
closer than some threshold, it acts like evade
to move away - Strength of the evade movement is related to
the distance from the target - 2 common calculations
- Strength maxAcceleration (threshold
distance) / threshold - Strength min(k distance distance,
maxAcceleration) - For each case,
- distance distance between character and nearby
neighbor - threshold min distance for separation to occur
- maxAcceleration max acceleration of character
- k strength decay constant
36Steering Family Tree
37Other Delegated Steering Behaviors
- Collision Avoidance
- To avoid collision between various moving
characters - Obstacle/Wall Avoidance
- To avoid collision between character and
unanimated obstacles or walls - Read from textbook
38Combining Steering Behaviors
- A moving character usually needs more than one
steering behavior to model it more realistically - E.g. To seek its goal, avoid collision with
others, avoid bumping into walls - Some special behaviors may require more than one
steering behavior to be active at once. - E.g. To steer in a group towards a goal,
maintaining a good separation distance from group
members, and to match each members velocities - How?
39Combining Steering Behaviors
- Blending
- Execute all steering behaviors and combining
their results using some set of weights or
priorities - Arbitration
- Selects one or more steering behaviors to have
complete control over character. Many schemes
available nowadays. - Many steering systems combine elements of both
blending and arbitration to maximize advantages
40Weighted Blending
- Use weights to combine steering behaviors
- Example Riot crowd AI
- Character does not just do one thing. It does a
blend or synthesis of all considered behaviors. - Idea
- Each steering behavior is asked for its
acceleration request - Combine the accelerations using a weighted linear
sum, coefficients specific to each behavior - If final acceleration from sum is too great, trim
it accordingly
41Flocking
- Original research by Craig Reynolds, to model
movement patterns of flocks of simulated birds
(boids). - Flocking relies on simple weighted blend of 3
behaviors - Separation move away from boids that are too
close - Alignment move in the same direction and at the
same velocity as flock - Cohesion move towards the center of mass of the
flock - Simple flocking Equal weights for all
- Any of the behaviors seemed more important?
42Flocking
- In most implementations, flocking behavior is
modified to ignore distant boids for efficiency - A neighborhood is specified to consider only
other boids within the area - Shape Radius or angular cut-off
43Flocking
44Flocking Equilibria Problems
- Unstable equilibria Character trying to do more
than one thing at a time, resulting in doing
nothing (as long as enemy is stationary), then
skirts around before making a move - Stable equilibria Character could make it out of
equilibrium slightly, but heads back into
equilibrium within basin of attraction
45Flocking Constrained Environments
- Obstacles vs. Target Character tries to avoid
obstacle while pursuing enemy. Blending causes
resulting direction even farther from correct
route to capture enemy - Narrow Doorways Character tries to move at acute
angles through narrow doorways to get to target.
Obstacle avoidance causes character to move past
the door missing the target
46Flocking Nearsightedness Problem
- Nearsightedness Due to the behaviors acting
locally in their immediate surroundings, a
character can avoid a wall, but takes the wrong
side of the wall due to method of computing
change of orientation. - Does not realize the wrong path!
- Can be addressed by incorporating pathfinding.
47Priority-based Blending
- Some steering behaviors do not produce
acceleration as output (collision avoidance,
separation, arrive, etc.) HOW? - Example Seek (always max acceleration)
Collision Avoidance (minimal change of movement
to avoid). - Seek always dominates if blended equally!
48Priority-based Blending
- Idea
- Arrange behaviors in groups with regular blending
weights - Place groups in order of priority, and consider
each group accordingly - If total result is very small (less than some
threshold), ignore it and consider next group - If total result is reasonable (more than some
threshold), use the result to steer character - Example Pursuing character with 3 groups in
priority 1st Collision avoidance, 2nd
Separation, 3rd Pursuit
49Equilibria Fallback
- Priority-based approach can cope with stable
equilibria problem. - If a group of behaviors in equilibrium, total
acceleration will be near zero drop down to the
next group in priority - Example Falling back to Wander
50Cooperative Arbitration
- In priority blending, a prioritized behavior may
have an drastic effect on the character movement
(not smooth) when it changes to other behaviors
of less priority - In weighted blending, one of the main behaviors
may be diluted by the output of another behavior - Context-sensitive or cooperation between
different behaviors can help create more
realistic and less-dramatic movement
51Cooperative Arbitration Steering Pipeline
52Other Movement Topics
- Physics (Predictive and Non-predictive)
- Jumping
- Coordinated Movement (to some extent using group
AI) - Formations
- Motor Control