Qualitative Spatial Analysis Part 2 - PowerPoint PPT Presentation

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Qualitative Spatial Analysis Part 2

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Another place that can benefit from this type of higher level movement are strategy games ... helpful to consider these as free spaces and connecting corridors ... – PowerPoint PPT presentation

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Title: Qualitative Spatial Analysis Part 2


1
Qualitative Spatial AnalysisPart 2
  • Chris Mansley

2
FPS to RTS
  • FPS environments are becoming more dynamic and
    simple path-finding is not enough to define
    movement
  • Another place that can benefit from this type of
    higher level movement are strategy games

3
Terrain Analysis
  • Strategy games often have large open spaces and
    valuable resources often with narrow passages
    between them
  • It is often helpful to consider these as free
    spaces and connecting corridors

4
Terrain Analysis cont.
  • Corridors can be considered one-dimensional
    entities that connect two free spaces
  • The strategic value of the connection is strictly
    based on the way they connect free space

5
Master of Orion
  • Turn Based Strategy Game
  • Basic build empires game (in space)
  • Colonization of different planets in different
    star systems

6
AI Goals
  • To provide a measure of the strategic value of
    the star system
  • Overall, the AI can then choose the best strategy
  • Encourage border disputes

7
MOO3
8
MOO3
9
Terrain Analysis
  • Inside vs. Outside borders
  • If all paths leading way from the system lead
    through one of our planets, its considered inside
  • Threatened
  • If not within borders or a path exists to another
    civilization without passing through one of our
    systems

10
Example
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11
Selecting New Colonies
  • Using the spatial data, star systems are selected
  • Uses a series of modifiers to select the correct
    system to try and occupy
  • If priorities are the same, square them and
    randomly select the best

12
Decision
  • Start with 1.0
  • If we own planet at star system
  • If enemy also has a planet there, multiply 1.5
  • Else, we own the system, multiply 0.8
  • If system is inside our borders, multiply 0.9
  • If outside and has enemy colony, multiply by 0.3
  • Etc

13
Outcome
  • By tweaking the modifiers, the AI gave a sense of
    strategy and borders
  • Before using this type, AI would mingle with
    everyone, frustrating the player
  • Use the analysis system, to select other factors
    like best target or defenses

14
Conclusion
  • Reasoning about the game world by NPCs needs to
    be more than simple pathfinding
  • Trying to formalize such qualitative concepts
    such as good strategies, best non-direct
    movement, or dynamic environment use, results in
    better game play for everyone

15
References
  • AI Game Programming Wisdom 2
  • Forbus, K., How Qualitative Spatial Reasoning
    Can Improve Strategy Game AIs, IEEE Intelligent
    Systems, July/August 2002
  • Master of Orion 3, Quicksilver Software, Inc 2003
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