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2IOE0 Interactive Intelligent Systems

Erik de Vink, Huub van de Wetering

TU/e

2015-2016

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Introduction

Course resources

1 http://www.win.tue.nl/˜wstahw/edu/2IOE0

2 http://www.win.tue.nl/˜wstahw/edu/2IOE0/studyguide.html

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Introduction

Design Based Learning

1 Work in a team of upto 6 participants.

2 Apply knowledge of previous courses.

2IV60 Computer Graphics 2ID90 Artificial Intelligence

3 Process guided by tutors.

Erik de Vink

Huub van de Wetering

4 Realize an interactive intelligent system.

2015/16: a game

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Introduction

Team composition

Time slots

A(obligatory).

eitherE(Tuesday afternoon, Thursday morning) orB(Monday afternoon, Wednesday morning)

In the break

find your favourite team mates

with matching time slot preference. Restrictions

Team size either 5 or 6.

|#teams in A−#teams in B| ≤1 Remaining issues are solved by the tutors.

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Introduction

Team resources

Each team has a project room

will be announced

Each team is monitored by a tutor

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Introduction

Project execution

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Interactive Intelligent System: Game

should contain challenging/non-trivial/interesting elements of

Computer Graphics

geometry, rendering, algorithms, efficiency, HCI, ...

Artificial Intelligence

searching, planning, learning, ... Supporting tools may also earn you credits

if properly designed, implemented, demonstrated, and reported upon.

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Interactive Intelligent System: Game

From both CG and AI twotechniques are chosen.

from a given list

They should play an essentialrole in the realization of the game.

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Terminology

PC or player character:

character controlled by a human player e.g. pac-man

NPC or non-player character: the other characters e.g. the ghosts in Pac-Man

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General Game Architecture

GameState Simulator info Controllers info Renderer info updates actions Game state:

contains current state of the world

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General Game Architecture

GameState Simulator info Controllers info Renderer info updates actions Controller:

each character has at least one selects actions

PC: controller interprets “joy stick” events NPC: controller is character’s brain: AI, ...

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General Game Architecture

GameState Simulator info Controllers info Renderer info updates actions Renderer:

renders the game state outputs images (and sounds)

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General Game Architecture

GameState Simulator info Controllers info Renderer info updates actions Simulator:

encodes how game state changes responds to actions of the controllers

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General Game Architecture

GameState Simulator info NPC Controller info Renderer info updates actions PC Controller actions Player image sound input

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Controllers

either programmed or learned reactive controller:

stateless

function of its input

stochastic controller

more interesting to play against non-predictable NPC

randomness may break symmetry to avoid, e.g. being trapped in a corner

mimicks noise in real world

for instance, add randomness to controller’s output

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Controllers

Hierararchy

several controllers together may determine the next (game) action, e.g.

one controller determines goal of NPC

a second controller searches a path to the goal a third controller computes next move.

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Controllers

Percept

A percept

functions as a filter/facade for the game state. game state is only available via its methods.

may be replaced by another percept, for example,

one which uses other info from gamestate, a ’confused’ one with randomized values if (N)PC has taken a hit on the head.

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Game Design

Players: how many? Any requirements? Special knowledge, roles ... ? Objective: What is the objective of the game?

Procedures: What are the required actions?

Rules: Any limits on player actions? Rules regarding behaviour? Conflict: What causes conflicts?

Outcome: What are the possible outcomes? ...

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Game Design

All video game types are allowed:

action, adventure, role-playing, simulation, strategy, sports, ....

But,be realistic

Not everything is possible in one quartile. Make the CG and AI shine!

Their roles should be essential and provable.

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Game Realization

Build modular

decide on interfaces document interfaces

Use fast prototyping

iteratively build your game

Play testing

find problems tune parameters

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First Team Actions

1 Make weekly appointment with tutor.

2 Read the studyguide.

3 Brainstorm on game concepts.

4 Work out a concept on paper.

5 ...

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References

1 Artificial Intelligence for Computer Graphics, John David Funge.

References

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