Laboratorio di Design I
Transcript
Laboratorio di Design I
Laboratorio di Design I Diletta Romana Cacciagrano Assistant Professor Computer Science Section - UNICAM [email protected] SU SUMMARY HW‐based Evolution of (Video) Games HW‐based Evolution of (Video) Games Serious Game Serious Game Game Design Game Design Evolution of Artificial Intelligence In (Video) Games g ( ) h q ( d ) AI Techniques in (Video) Games INTELLIGENZA ARTIFICIALE umano pensiero azione razionale Sistemi che pensano come umani Sistemi che pensano razionalmente Sistemi che agiscono come umani Sistemi che agiscono razionalmente Lo studio di sistemi di IA nei videogiochi riguarda la creazione e la gestione di NPC: Non Playing Characters ³/¶,$qXQPRGRSHUIDUIDUHDLFRPSXWHUFRVHFKHsembrino LQWHOOLJHQWL´ Peter Molyneux MODELLO PREREGISTRATO | Riproduce il movimento di un oggetto dinamico. | Nel caso di Space Invaders O¶,$GHLQHPLFL risponde a tre righe di pseudo-codice: z z z | 1. Continua a spostarti nella direzione corrente (destra o sinistra). 2. Quando raggiungi il bordo dello schermo, cambia direzione e spostati verso il basso GHOO¶DOWH]]DGLXQDFHOOD 3. Torna a 1. In un sistema di IA possono essere inseriti diversi modelli, attivati in base alla posizione del giocatore e selezionati casualmente per ogni entità sintetica, in modo da creare situazioni di gioco più complesse ed imprevedibili. IMPLEMENTARE UN SISTEMA DI IA [1] | Il SISTEMA ESPERTO tenta di catturare il dominio di conoscenze proprie di un esperto umano in un determinato settore: la risoluzione di un problema avviene andando alla ricerca di corrispondenze nel database di informazioni relative a quel settore. IMPLEMENTARE UN SISTEMA DI IA [2] | Le MACCHINE A STATI FINITI pDVVDQRGDXQRVWDWR DOO¶DOWUo in base all'input ricevuto e in accordo a variabili UHODWLYHDPELHQWHGL gioco. Se il giocatore è vicino il NPC passa allo stato codificato dal Modello; Se il giocatore non è vicino il NPC gli dà la caccia utilizzando lo stato Inseguimento; Se il giocatore sta colpendo il NPC, questo passa allo stato Fuga; Se non si verifica nessuna di queste condizioni è attivato uno stato di Movimento Casuale. z Controllo preventivo dello stato: consente alla MSF di passare allo stato successivo prima di portare a termine quello corrente. z Unità differenti si devono comportare in maniera altrettanto differente, presentando molteplici stati e diverse probabilità che ciascuno di questi venga attivato. z È possibile dotare ogni singola entità di memoria e apprendimentoRYYHURGHOODFDSDFLWjGLXVDUHO¶HVSHULHQ]D del passato per risolvere nuovi problemi (tenendo traccia del valore di una variabile e usare questo valore nelle funzioni di selezione e implementazione degli stati). | Una RETE NEURALE agisce dal basso YHUVRO¶DOWRqLQIDWWLFRPSRVWDGLXQLWj (dotate di livello di attivazione) e connessioni (ciascuna associata ad un peso). Dato un input sensoriale, la rete è LQJUDGRGLSURGXUUHO¶RXWSXW corrispondente basandosi semplicemente sulla computazione effettuata da ogni singola unità, conseguenza degli input delle unità vicine. z Output unità nascoste unità di output Mentre un sistema esperto dispone già di tutte le informazioni necessarie, una rete QHXUDOHGHYHHVVHUH³LVWUXLWD´WUDPLWHOD FRUUH]LRQHGHOO¶HUURUH unità di input Input sensoriali Galapagos &RUUH]LRQHGHOO¶HUURUH IMPLEMENTARE UN SISTEMA DI IA [3] Creatures 4 IMPLEMENTARE UN SISTEMA DI IA [4] AGENTI Conway e Gosper 1. $OO¶LQWHUQRGHOODJULJOLDFKHUDSSUHVHQWD O¶DPELHQWHXQDFDVHOODVLDWWLYDVHVRQR attivate 3 delle sue vicine. 2. Una casella rimane attiva solo se sono attive 2 o 3 delle caselle vicine, altrimenti si spegne. 1° generazione 2° generazione 3° generazione IMPLEMENTARE UN SISTEMA DI IA [..] Pongg Pong • O One of the First Video f h Fi Vid Games • Manufactured by Atari Manufactured by Atari • Released in 1972 Released in 1972 • Designed for 1 or 2 players. D ig d f 1 2 pl y • Essentially just table tennis Essentially ll just table bl tennis i 2d in 2 dimensions. di e sio s. Th AI off P The The AI of Pong Pongg • There There is Logic to how the h i Logic is i to h how the h C p Computer moves the paddle. h p ddl • The computer predicts where The computer predicts where the ball with end up based on a the ball with end up based on a number of factors then moves number of factors then moves the the paddle to that predicted h paddle ddl to that h predicted di d l ti location. • To simulate Human error the To simulate Human error the computer is designed to skip its computer is designed to skip its adjustment adjustment every 8 frames. d every 8 fframes. P M Pac‐Man • Developed Developed by Namco by Namco • Distributed by Midway (in Distributed by Midway (in US) • Released: 1980 R l d 1980 • Single player only Single player only • Simple maze game Simple maze game Gh t Ghosts • While While the Ghosts appear to move in a random order this is the Ghosts appear to move in a random order this is not always not always the case. As each Ghost has its own Algorithm l the h case. As each h Ghost h has h its own Algorithm l h to control its actions. li i Chases Pac‐Man Chases Pac Man Try to get iin ffront off Pac‐Man Try to get in front of Pac Man Mo es att Ra do Moves at Random* d * S p Mario Super Super Mario Bros. M i Bros B • Developed Developed by Nintendo l d by b Nintendo i d • Released in 1985 Released in 1985 • Classic example of the Classic example of the Platformer S ipt d AI Scripted Scripted AI • Enemy Enemy units in the game units i iin the h game are designed to follow a d ig d f ll scripted pattern. ipt d p tt • Either move back and forth Either move back and forth in a given location or attack in a given location or attack a player a player if nearby l if nearby b • Became a staple technique Became a staple technique for AI design for AI design. Si City Sim City • • • • Developed by Maxis Developed l d by b Maxis i Published by Electronic Arts Published by Electronic Arts Released in 1989 Released in 1989 Fi i First in a series of i f Si l ti G Simulation Games which hi h are often at the forefront of ft t th f f t f AI technology AI technology A Living A Living World Li i g World W ld • The The player is able to h player l iis able bl to manipulate certain aspects ip l i p of the city. f th ity • The population of the City The population of the City acts somewhat acts somewhat autonomously. l • Furthermore the game will Furthermore the game will simulate random disasters simulate random disasters. Th Sims The The Sims Si • • • • Developed by Maxis Developed l d by b Maxis i Published by Electronic Arts Published by Electronic Arts Released in 2000 Released in 2000 A lif i l i g A life simulation game in i which the player has control hi h th pl y h t l over a semi‐autonomous i t people. people C pl characters Complex Complex characters h t • The The Sims characters can be Sims characters can be manipulated by the player manipulated by the player but will also carry out day to but will also carry out day to day tasks on their own day tasks on their own. • Characters also have Ch t l h defined needs and defined needs and personality traits that personality traits that dictate how they act in dictate how they act in given situations given situations. C pl Object Complex Complex Object Interactions Objj t Interactions I t ti • Characters Characters are able to interact with an arrangement of objects are able to interact with an arrangement g of objects j in the environment due to unique object logic in the environment due to unique object logic. Bl k and Black Black and White d White Whit • Developed Developed by Lionhead l d by b Lionhead i h d S di Studios • Published by EA games Published by EA games • Released in 2001 Released in 2001 • Simulation game in which Si l ti g i hi h y pl y G d you play God. Bl k and Black Black and White d White Whit • Similar Similar to Sim to Sim City • You had more control over You had more control over the environment and the the environment and the people in the game people in the game • You could also create armies You could also create armies and wage war and wage war AI Learning AI Learning L i g • You YYou could control and could ld control t l and d t i l g train large creatures t • You could then punish or You could then punish or reward the creatures reward the creatures b d on how based based on how they h they h complete complete tasks. l tasks. k • Over time the creatures Over time the creatures will learn how you wish will learn how you wish tasks to be done based tasks to be done based on how they are treated on how they are treated. H l Combat Halo: Halo: Combat Evolved C b t Evolved E l d • • • • Developed by Bungi Developed l d by b Bungii Published by Microsoft Published by Microsoft Released in 2001 Released in 2001 Fi p First person shooter that h h g garnered fame for df f competently brining the p t tly b i i g th genre to Consoles genre to Consoles Dy Dynamic Dynamic Enemy AI i Enemy E y AI • Enemies Enemies reacted in reacted in d dynamic dynamic ways. i ways. • Different enemies Diff Different t enemies i would react would react diff differently differently in l in i different situations different situations. • Enemies would work Enemies would work together against the together against the player. l L ft 4 Dead Left Left 4 Dead D d • Developed Developed and published by l d and d published bli h d b by V l Valve • Released in 2008 Released in 2008 • A co‐op first person shooter A co op first person shooter set in a zombie apocalypse set in a zombie apocalypse. AI Director AI Director Di t • The The game utilizes an AI h game utilizes ili an AI di director that will change the h ill h g h g game based on how well b d h ll th pl y ( ) the player(s) are doing. d i g • This can make the game This can make the game more or lless diffi more or less difficult for difficult l ffor pl y players with different skill ith diff t kill l l levels. • This also changes the events This also changes the events off the of the game between h game b between diff different different play sessions. play l sessions. i Th Elder The The Elder Scrolls V: Skyrim Eld Scrolls S ll V: V Skyrim Sky i • Developed Developed and Published by l d and d Published bli h d b by B h d G Bethesda Game Studios S di • Released in 2011 Released in 2011 • Open World RPG set in a Open World RPG set in a fantasy world fantasy world U b l Unbalanced Unbalanced AI d AI • Non Non Playable characters (NPCs) and enemies within the Playable y characters ((NPCs)) and enemies within the game world react dynamically with the player and each game world react dynamically with the player and each other. other U b l Unbalanced Unbalanced AI d AI • Enemies are not designed to deal with simple obstacles Enemies are not designed to deal with simple obstacles A Video Are Are Video Games good for AI Development? Vid Games G good d for f AI Development? D l t? The Good The Good The Bad The Bad • AI AI is essential to Games is essential to Games • Games provide a simulated Games provide d a simulated l d world where programmers ld h p g can experiment p i t • The Game Industry is the The Game Industry is the largest area where AI is largest area where AI is b i applied. being being applied. li d • Time Time and Money are an and Moneyy are an issue • Innovation might not be I i igh b th t i p t t that important • Entertainment is more Entertainment is more important then quality important then quality