Desenvolvimento de Inteligências Artificiais Baseadas em Planeamento de Monte Carlo Temporal para Videojogos de Ação Furtiva
Abstract
This project aims to create both an artificial intelligence that can play through maps in a stealthy fashion, without being caught and while trying to accomplish its objectives and capable of planning during runtime, and a platform with procedurally generated content for testing the said AI.
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Development of Artificial Intelligence Systems for Stealth Games based on the Monte Carlo Method FEUP - 2013/2014 Presented by: Diogo Silva Supervisors : Prof. Eugénio Oliveira Msc. Pedro Nogueira
AI in Video Games Starcraft - Blizzard(1998) 1 Introduction - Context Spore - Maxis(2008)Empire Total War - The Creative Assembly (2009)
Motivation Phyllimar - DeviantArt (2012) 2 Introduction - Motivation
Objectives 3 Introduction - Objectives ● Dynamic action planning ● Stealth movement and behaviour ● Creation of a testing platform
Intelligent Agents in Video Games 4 State of the Art - Agents in Video Games ● Autonomy ● Reaction ● Proactiveness Environment Agent
Agent Architectures 5 State of the Art - Architectures ● Deliberative Architectures ○ Depend on the representation of knowledge ○ Symbolic reasoning ○ Belief-Desire-Intention(BDI)
Agent Architectures 6 State of the Art - Architectures ● Reactive Architectures ○ No internal state, only reactions ○ Instant feedback ○ Subsumption Architectures
Agent Architectures 7 State of the Art - Architectures ● Hybrid Architectures ○ Contain parts of previous architectures ○ Layers communicate between them ○ 3-Tiered Architecture
Current Agents 8 State of the Art - Agents FSMs by Fernando Bevilacqua
Agent Implementation 15 Implementation - Agent ● Sensors ● Knowledge ● Goals ● Actions ● Planning ● Movement Agente
Sensors 16 Implementation - Sensors Sight
Knowledge Representation 17 Implementation - Knowledge ● Map Knowledge ○ Known Actions ○ Hiding Places ○ Known map ○ Danger spots ● Agent State ○ Position ○ Inventory ○ Hitpoints
Goal-Oriented Action Planning 18 Implementation - GOAP Goals Explore Hide Loot Escape Actions Hide Look Move Steal Peek
Planning 19 Implementation - Planning
Planning 20 Implementation - Planning
Monte-Carlo Tree Search 21 Implementation - MCTS
Stealth Movement 22 Implementation - Movement
Testing Platform 23 Implementation - Testing Platform ● Parameters ○ Map size ○ Room size ○ Maximum room number ● Stealth Elements ○ Furniture ○ Guards ○ Lights/Shadows
Simulations 24 Results - Simulations ● Random: Random Agent ● MCTS-F: Forward Search ● MCTS-B: Backward Search
Objective fulfillment 31 Conclusions - Objective fulfillment ● Dynamic action planning ● Stealth movement and behaviour ● Creation of a testing platform
Conclusions 32 Conclusions ● Forward-Search: Safer choice for video games ● Backward-Search: More effective choice depending on time ● Possibility of usage in serious games ○ Security Training ○ Stealth behaviour in animals
Future Work 33 Conclusions - Future Work ● Reduce knowledge representation complexity ● Personality Parameters ● Upgrade the testing platform ● Create new Actions/Goals for the Agent
Thank you Eric Joyner 2007 34