Team Member AI in a FPS课件.ppt

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Implementation – Player Awareness Primary concern is to avoid player’s line of sight Player’s position, orientation, current target, and possible targets should all be taken into consideration Secondary concern is with avoiding other NPCs’ lines of sight A hierarchical ordering of NPCs solves this 精品文档 Implementation – Threat Awareness NPCs should be looking for targets using line of sight algorithms Enemies sighted should be reported Movement gets deferred to player awareness level when not searching or engaging enemies 精品文档 Implementation - Environment Awareness When moving into a new area, teamates should identify cover and areas that are impermissible due to danger or exposure Environment can be used to reduce NPC straying – boundary restrictions 精品文档 Implementation - Team Manager Shared by all teammates Contains all the team’s data Helps coordinate the whole team NPCs query manager to find out where and how to move (sets context) Tell NPCs if they can pick up objects Consults environ. level to get stray dist. Consults threat level to control rate of fire Never consider the player (unpredictable) 精品文档 Teammate Availability N = # enemies in covering area O = # enemies in range P = # enemies threatening team Q = supporting another team member (1/0) (Multiply by infinity to make sure busy teammate is never selected) Availability = (1+N) (1+O) (1+P) + (Q*Inf.) Lower numbers indicate greater availability. Set thresholds to determine if a teammate is busy 精品文档 Fire Staggering Should happen naturally Teammates should not target and fire at the same enemy Team manager should monitor ammo levels Could widen cover area of one NPC to reduce another NPC’s cover area, allowing them to conserve ammo When one NPC runs out the other can then cover the whole area while the former reloads 精品文档 Applying Goal-Oriented Action Planning to Games Autonomous decisions to activate behaviors intended to accomplish most relative goals AI Game Programming Wisdom 3.4 精品文档 Goal Orient

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