background preloader

Gaming

Facebook Twitter

Relative Difficulty of MMORPGs | Blacksen's End. Open Challenges in First-Person Shooter (FPS) AI Technology  First-person shooters have a reputation for driving graphics technology, and it's no different for AI. Many notable innovations of the past few years have come from FPS games — including the AI Director from LEFT 4 DEAD, the STRIPS-planner from F.E.A.R. the HTN planner in KILLZONE 2, etc.

With the latest wave of shooters being released in Q1 & Q2 2011 (e.g. CRYSIS 2, BULLETSTORM, BRINK) there's no better time to stop and take a look at which challenges are still ahead of us. Over the past month, while preparing the program for our Paris Shooter Symposium on June 22nd, I've been carefully taking notes about open research areas of research — based feedback from the developers at Crytek, People Can Fly, IO Interactive, Ubisoft. The rest of this post includes topics that are still (at least) a few years away from being solved, sorted from low-level to high-level AI.

Challenge A. Screenshot 1: Cover maps in KILLZONE 2, used for efficient line-of-sight. The Problem Suggestions Examples Summary. Chatting Up Façade's AI: 23 Ideas to Talk Your Game Into  Façade, created by Andrew Stern and Michael Mateas in 2005, took the independent games scene by storm with its unique gameplay based on interactive drama. Players find themselves entangled in the high-conflict dissolution of the marriage between Grace and Trip — the game’s protagonists. Façade is not only a successful attempt at moving beyond traditional branching narrative to create a one-act interactive drama, but it also makes significant inroads towards emotionally interactive characters with believable behaviors.

The game made it onto my Top 10 Most Influential AI Games because of it. Video 1: The official trailer of Façade. This technical review takes its cue from the many publications of Michael and Andrew, available from the game’s website at InteractiveStory.net (see the references at the bottom of the page). In this article, you’ll learn about the technology and design principles behind this innovative simulation; what to reuse in your game as well as what to avoid. Screenshot 3: Koster_Social_Social-mechanics_GDC2011. Gamification Patterns & Pitfalls. Behavior Trees. Behavior trees are a formal, graphical modelling language used primarily in systems and software engineering. Behavior trees employ a well-defined notation to unambiguously represent the hundreds or even thousands of natural language requirements that are typically used to express the stakeholder needs for a large-scale software-integrated system.[1][2][3][4] Overview[edit] The amount of detail in the large number of natural language requirements for a large-scale system causes short-term memory overload[1][5] and may create a barrier that prevents anyone from gaining a deep, accurate and holistic understanding of the system needs.[6] Also, because of the use of natural language, there are likely to be many ambiguities, aliases, inconsistencies, redundancies and incompleteness problems associated with the requirements information.[3] This adds further to the uncertainty and complexity.

Behavior tree forms[edit] Behavior engineering process[edit] Representation used – (critical) AEGS2011Conciens-v1.0. Understanding Behavior Trees  One of the primary goals of game AI is finding a simple and scalable solution for editing logic. Finite state machines have the advantage of being quite simple, but for large systems you’ll need a hierarchical FSM to provide reusable transitions between states. Such HFSMs are certainly a popular way for making scalable logic. However, they do not provide any modularity for states; you can’t reuse states to provide logic for different goals or situations without rewiring them.

Behavior trees (BT) on the other hand take a different approach… States or Behaviors Behavior trees focus on increasing the modularity of states by encapsulating logic transparently, for example by using nested states. Certain hybrid HFSM implementations provide this feature also. Figure: A tree made of modular behaviors. The secret is to remove the transitions to external states, so the states become self-contained. A Programming Analogy Why Behavior Trees Work. Reputation Patterns - Design Pattern Library. A person participating in a social structure expects to develop a reputation and hopes for insight into the reputations of others, but each designed model of participation and reputation embodies its own set of biases and incentive structures. Balancing these forces determines in large measure the success or failure of a social system.

Bookmark this on Delicious Patterns in this Category The Competitive Spectrum The designer needs to match the reputation system to the community's degree of competitiveness. Named Levels Participants in a community need some way to gauge their own personal development within that community. Numbered Levels Participants in a community need some way to gauge how far they've progressed within that community. Identifying Labels Community members need to identify distinguished members of the community. Points In some communities, participants want a tangible measurement of their accomplishments.

Ranking. Free JavaScript Game Frameworks To Create A Web-Based Fun.