Weather Patterns and What’s on the Ground Is this a drought year?
From the Ground Up: A.I. Architecture and Design Patterns
description
Transcript of From the Ground Up: A.I. Architecture and Design Patterns
Contents
• Basic Principles• Think/Act - The I/O Divide• An Algorithmic Approach• A Functional Approach• Movement• Animation• Conclusion
Why Do We Care?• It’s a Competitive
Market…– Higher Expectations– Tighter Schedules– Multiple Platforms– Simultaneous Titles
• …But Patterns Are Everywhere– Identify, generalise,
reuse, evolve Reliability Production Speed More Fun Stuff
Inspirations
Marvin Minsky Different representations
for different viewsNoam Chomsky
Hierarchical decomposition
Structure vs Meaning“Colorless green ideas
sleep furiously”
Daniel DennetBehaviour can be
viewed at the physical, design and intentional
levels
David MarrComputational, algorithmic and
implementationalChris HeckerStyle vs Structure [2008]
What is the textured triangle of A.I.
Craig ReynoldsSimple rules
Complex behaviour
Damian IslaCognitive Maps
Spatial RelationsSemantics
What Am I Looking For?Algorithm
s
Best Practice
Hierarchy
Reusability
Commutability
ConceptsCom
ponents
How Do I Find Them?
• Observation– How might it work?
• Introspection– What would I do?
• Generalisation– I’ve done this before– They do the same
• Bad Experience– Lets not do that
again
• Background– I studied this once?– Could I apply this?
Best Practice• Prototype new ideas where possible
– Get visual and design direction• Mock-ups
– Prove (or disprove) the concept• Quick and dirty programming
• Play to peoples strengths– Maths Physics Guys– Navigation Mesh Collision Guys
Best Practice• Program Defensively
– Assert and Unit Test– Automated Scripts as soak tests– One co-ordinate system and S.I. units
• Maximise Workflow– Cater tools to their needs– Put new functionality on bypass
• Think of the man-hour cost!– Minimise potential for human error
Best Practice• Build A Debugging Suite
– Instant Pause– Flyable Camera– Layered Information– Action Histories
• Maintain Player Immersion– A.I. should not be too bad or too good– Limit ourselves to what the player would know– Constrain them to the same actions
• Key tenants– Use only what
we might know– Mimic the player
The Think-Act Loop
Sensory Receptors
Brain
Controller
Game
Player
Sensory Data
Think
Controller
Act
A.I.
Sensory Data• Detail level
– Depends on genre and perceived communication• Thief vs Medieval Total War II
• General Model– Visual component an arc– Auditory component a radius
• Auditory targets less official– Occlusion too expensive?
• Shoot a weapon to get info– Theorise using ghost images
Blackboards• Used To Share Information
– Static blackboard stores defined types of info– Dynamic blackboard stores arbitrary data
• Agents write to the board– Generally read it as well
Agent A
Agent B
{10,20,15}
{-30,20,13}
{-10,15,12}
{17,11,5}
Scout {3, 17, 10}Cover {17, 11,5}
Virtual Controller (yoke)
• Purpose– Carries control instructions– Provides a strict I/O Divide
• Notice the const correctness– Unifies player and A.I.
• Control mapping for the player• A.I. fills it in from Think()
• Key Properties– Never stored in it’s entirety– Created on the stack– Lifetime of a single Process()
Process()
Think(yoke&) const
Controller
Act(const yoke&)
cVirtualYoke yoke
… So Actually
Process()
Think(yoke&) const
Act(const yoke&)
cVirtualYoke yoke
cSensorCone
cBlackboard
Virtual Yoke
• Composite– Collection of smaller yokes– Allows selective storage
cVirtualYoke
cLocomotionYoke mLocomotion;cWeaponYoke mWeapons;cAnimYoke mAnimation;
cLocomotiveYoke
fp32 mGas;fp32 mSteering;fp32 mPitch;
cEntity *mpDontAvoid;
• Context Based Controller Input
• Logic Flow Control
cWeaponYoke
enum eFire{ F_PRESSED, F_WHEN_IN_CONE, F_WHEN_LOCKED};
eFire mFireButton;
• Conditional signals
Taking Action
Process()
Think(yoke&) const
Act(const yoke&)
cVirtualYoke yoke
cSensorCone
cBlackboard
Act
• Applies Yoke Commands– Composite yokes
Subsystems• Object Models
– Supply common interfaces• Could be a turret mounted
weapon or my pistol.• Could be driving a car, a plane,
a boat or myself!
Act()
yoke
iWeaponMgr*
iLocomotive*
Object Model
• Self Contained– Instructions for Think– Actions for Act – Commutable
• Plug and Play• Downloadable
Content– Maybe broadcast use
• Think Sims 2!
iLocomotive
// Fills in yokeComputeMotion(const cTarget &,
cLocomotiveYoke&)
// Computes forcesApplyMotion(const cTarget &, const cLocomotiveYoke&,
v3 &force, v3 &torque)
More Coolness
ApplyMotion(const cTarget& targ, cLocomotiveYoke& yoke)
{v3 force(Zero);v3 torque(Zero);if (Drivable()){
Drivable()->ApplyMotion( targ, yoke, force, torque);
}if (Floatable()){
Floatable()->ApplyMotion( targ, yoke, force, torque);
}ApplyForceTorque(force, torque);
}
Compute
Apply
Compute
Apply
Compute
Apply
Compute
Apply
Frame Time
Process()
Think(yoke&, dt) const
Act(const yoke&, dt)
cVirtualYoke yoke
cSensorCone
Update(dt)
cBlackboard
dt()
dt()• Work into everything
– Including fixed time steps– No more s+=v, s+=v*dt()
• Benefits– Integration
• Implicit forward Euler– Rough Smoothing– Closed Feedback– Pause dt=0– Level Of Detail dt=2dt– Special Effects
dt()
smoothing
feedback control
Problem Domain
• Examine the Terminology– Feeling, Knowledge, Goals, Beliefs, Needs
• Examine the Concepts– Decisions, Facts, Uncertainty, Exploration, Verb-Noun
Actions, Repetition, Sequencing
Needs a problem
What Are We Doing?• Goal based reasoning
– Working to solve a goal– Thinking about and realising smaller tasks– Taking a hierarchical approach– Using a limited number of short verb-noun pairings to
form a plan• We’ve seen this before
– An old pattern• Colossal Cave Adventure and MUDs• Verb-noun actions like “get axe, wield axe” separated by
movement “n, e, e, s, e”– We use a container object model
Applying The Pattern
Know of “Mine, Smithy”1. Goto “Mine”Know of “Wall”2. Get Ore From “Wall”3. Goto “Smithy”Know of “Door”4. Use “Door”
5. Play “Open Door”6. Warp InsideKnow of “Owner”, “Forge”7. Play “Close Door”
8. Goto “Owner” 9. Put 10 gp In “Owner”10. Get Time From “Owner”11. Goto “Forge”12. Put Time In “Forge”13. Put Iron In “Forge”14. Use “Forge”15. Use Enchant16. Use “Forge”17. Get Sword From “Anvil”
Taking the computational to the algorithmic
Easy Questions
• Why did I choose to do this again?– Because we were driven to it by personality
and need• What happens when I get the treasure?
– I’ll probably choose to do something else depending on my mood
• Why stop at get iron?– Because its reached the atomic level - there
are no more questions, just results
Putting It Together
AmbientController“Get treasure”
Planning“Get magic sword”
Explicit Order
“Script here,Please greet
the player”
Explicit Orders
• Script commands– Script on A.I.
• Autopilot– Player on Player
• Player instructions– Player on A.I.
• Squad Commander – A.I. on A.I.
AmbientController“Get treasure”
Planning“Get magic sword”
Explicit Order
“Script here,Please greet
the player”
Scripting Notes• Don’t mix styles
– Script has immediate control– Script waits for an opportunity
• Keep common properties separate– No sharing memory locations
• A script global population density• A code global population density
– Maintain a set order of calculation• Generally consistent with style
Ambient Controller
• Generates sensible actions autonomously– Maybe Idle– Maybe Full Daily Routine
• Daily Routines– Character properties– Needs/Drives– Scheduling– Time of day nice emergent behaviour
AmbientController“Get treasure”
Planning“Get magic sword”
Explicit Order
“Script here,Please greet
the player”
Daily Routine
Sleep
Goto Work
Work
Leave Work
Relax
Go Home
Drive ModelTime Of Day
Schedule
Housework 5%
Tavern 50%
Brothel 30%
Shopping 10%
Study 5%
Character
Hunger Libido
dt()
Planning
AmbientController“Get treasure”
Planning“Get magic sword”
Explicit Order
“Script here,Please greet
the player”
Goto Position“Goto Forge”
Perform Action“Use Forge”
Planning
Continuous bar dt()Defines Think()
Plan Components
• Play “Animation”– Waits on dt()
• Use “Object”– Object model again– Broadcast actions.– Change world based on
state– May wait on dt()
• Get/Take “Object” From “Container”– Primary world manipulation– Contents determine state
• Goto “Location”– Waits on dt()– Key A.I. output– Complex– Warrants special attention
later
Search Based Planning
• Traditional academic approach– See STRIPS, Hierarchical Task Networks, Bratko
• The Good– Mimics our introspective reasoning– Seeks to fully realise a plan to the goal
• Directed search for optimal solutions• Post processing even more so
• The Bad– Knowledge representation
• Scalability - difficult for video games• Lots of storage
Procedural Planning• Industry preferred approach• Hierarchical• Easy to comprehend• Limited Language
– Goals– Sub-goals– Conditions– Actions
• Transitions– Sequential– Decision Based
• Powerful Results
Get Object
Short of money?
Make
Thief skills?
Steal
Buy
Get OreGoto Mine
Procedural Planning - Issues• Competing children
– We have to make a best guess from the options
– A* might help • But we could still end up with case of a basic
sword being bought but not affording the forge.
• Incomplete plan means no post process– Not good for player supporting A.I.– More action for generic A.I.
The Curve Ball• Task Interruption
– I’m returning to my gang hideout– I see an enemy
• I engage the enemy–I roll out of the way of a car–I recover to my feet
• I re-engage the enemy– I continue to return to my gang hideout
• … Is A Key Requirement of our A.I.
Finite State Machines
• No plan history No idea of contextNo generalised exit.Hideous state history
workarounds• Don’t scale well
– Many transitions
Death
Look At
Gain Range
Attack
Kill ExamineDeath
Look At
Gain Range
Attack
Kill Examine
• HFSM came along– Eased transitions– But history still an issue
Behaviour Trees
Goto Source
Get Material
Take Material
Create Buy
Steal
Get Object
Crime Allowed?
Lowmoney?
Okmoney?
Thief Class?
Sequencing
Selection
PreconditionsActions
Decorators
Modelling Interruption?
Goto Location
KillEnemy
Return Home
Locate Hideout
GainRange
FireWeapon
Ambient Behaviour
Parallel?
Behaviour Trees• Simple and powerful
– Limited vocabulary– Most situations handled
• Highly flexible– Plug and play– Customisable– Nice design tools– Handy child evaluation
• Lends itself to directed decision making
• Issues– Interruption handling
• Where to return
– Amount of flexibility• Trees get complicated
MARPO
Goto Source
Get Material
Take Material
Create Buy Steal
Get Object Not enough money? Money?
Thief class?Thieving allowed?
ReactiveLong term
MARPO
Get Object
Take Material
Kill Enemy
Gain Distance
Immediate
Get Material
Create
• Behavioural Bamboo Forest– Stack based tasks
• Suppression model– Multiple threads of execution
• Keeps only one stack in memory down to current task– Decision logic lies with the parent
• Higher level parameterised building blocks– Authoring is by script not tool.
• Winding Ability– Allows auto-recovery from any state– Respects script orders on an immediate basis
MARPO
Goto Position
• What Is Position?– A world co-ordinate– An entity– A navigation point– An offset off an entity– A radius off an offset,
off an entity• Still World Positions!
– So generalise
cTarget
void Set(…);void SetArrivalConditions(…);
v3 WorldPos() const;v3 InterceptPos(…) const;bool HasArrived(…) const;
• Lots for free– Entity intercept– Completion checks
Stage 1 - Navigation
• Navigation Mesh– Industry standard [Tozour, 2008]– Handles static geometry
• Searching with A*– Optimise search space, not A*
• Improve Data Format– Make it Hierarchical– Allow for reference spaces [Isla, 2005]
cNavPos
Components
cNavId
mPolyId;mPolySource;
cNavPoly
… indices… edge info
cNavId mParentcNavId mFirstChild
mChildCount
cPolyCoords
… local co-ords
cNavigatorPos()FinalTarget()CurrentTarget()HasArrived()Update( cTarget )
cNavPos mFinalcNavPos mCurrentcNavPos mPos
Locomotion
iLocomotion
ComputeMotion(…)ApplyMotion(…)
• Generalised by iLocomotion• Same interface• Different yoke instructions• Vehicles
– Vehicles supply gas, steering– Difficulty is in mapping target to gas and steering
• Actors– Actors supply ideal position, velocity, direction– Difficulty is in animation to hit position.
Locomotion - Vehicles
TargetPosition
Top Speed Speed For Deceleration
Speed For Steering
Min
Speed to GasMaths
PID ControllerYoke
YokeAngle To Steering
MathsPID Controller
Some Hints
a d
vmax
u vs1 s2
Speed For Deceleration
• Equations of Motion
Speed to GasAngle To Steering
• PID • Response Curves
Manual Shift
Locomotion - Character
• Animation Position• Challenges
– Sensible manoeuvre choice
• Animation Graphs• Navigation Mark Up
– Natural fluidity• Foot positioning• Hand positioning
Idle
Walk
Run
Crouch
Crouch Walk
Crouch Run
Goal Based
• Directed Search of Animation Graph– Incorporates interesting A.I. along the way– Think Gears of War, A*
• Interested Champandard• Personal Issues
– Need to find a full animation plan to goal• This would need to sit with path finding• Makes it more expensive
– Painful Heuristic Balancing• Switching to the time domain probably partially solves it• But how do we prevent repeated actions
“Carrot On A Stick” Method
• Keep iLocomotion interface• ComputeMotion() computes
velocity• ApplyMotion() animates for
velocity • dt() helps minimise error• Want to use a cover point?
– Explicit decision a new target
iLocomotion
ComputeMotion(…)ApplyMotion(…)
• Given the animation properties
• We can solve by mathematics
Cover
Under fire?
Find cover?
Route to cover
Kill
Nav. m
esh
Goto
Set piece
“Carrot On A Stick” Method
Anchor Point
“Carrot On A Stick” Method
s
Direction for Animation off=ƒ(,s)
• Offset based on , s• Changes our target
– Hierarchical changes
• Changing over dt• Smoothes our arrival
– Think high jump!– Never perfect– But mistakes made
are human– Constrained by
navigation mesh
“Carrot On A Stick” Method
su
V = 0?
• Equations of Motion– They’re back!
• Give us our aim velocity vaim
• What about a and d?
vmaxad
u vs
vaim
dt
• Animations– distance (s) in time (t) an average velocity– Assume velocity bands– Look up v for animation– Dead zones indirectly
determine blending• a and d now character
properties• Actively correct for v
– Use tricks like light I.K.• Implicitly correct by dt()
v
t
Crouch run
Crouch walk
v
Crouch walk
Crouch run
“Carrot On A Stick” Method
“Carrot On A Stick” Method• Animation graph
– Used for information query only• Locomotive cycle driven by vaim
• Free things!– Foot positioning
• Obtained through cycle alteration and dt()– Blending– Character movement properties
• Obtained through a and d– Swim, crawl, crouch, walk
• Same procedure, different velocity bands– Human like arrival mistakes
Conclusion
– Best Practices– Strict interfaces– Multiple takes on
problems– Concepts– Commutability
– Components– Algorithms– Hierarchy– Pattern Recognition– Human Sciences
Good reusable AI is about
Conclusion
• Style vs Structure - Hecker 2008– “Texture Mapped A.I. Triangle”– Style
• No idea where it is – annoyingly– Structure
• Not one single triangle• But many triangle like pieces• Represented differently• But all essentially the same piece
References• Key References
– Laming, B. [04] “The Art of Surviving A Simulation Title”, A.I. Wisdom 2, Charles River Media – Laming, B. [08] “The MARPO Methodology: Planning And Orders”, A.I. Wisdom 4, Charles River Media– Isla, D. [05], “Dude, where’s my Warthog?”, www.aiide.org/aiide2005/talks/isla.ppt, 13.3.08– Tozour, P. [08] “Fixing Pathfinding Once and For All”, http://www.ai-blog.net/archives/000152.html, 13.3.08– Champandard, A., http://aigamedev.com, 13.3.08– A.I. Wisdom Books in general
• Introduction– Reynolds, C. [87] “Boids”, http://www.red3d.com/cwr/boids/, 13.3.08
• Intercept Calculation and Dynamic Avoidance– Stein, N. [02] “Intercepting a Ball”, A.I. Wisdom 1, Charles River Media. [HINT ]– Tozour, P. [02] “Building a Near-Optimal Navigation Mesh”, A.I. Wisdom 1, Charles River Media
• Best Practice– Tozour, P. [02] “Building an AI Diagnostic Toolkit”, A.I. Wisdom 1, Charles River Media
• Sensory and Blackboards– Isla, D. and Blumberg, B. [02] “Blackboard Architectures”, A.I. Wisdom 1, Charles River Media
• Planning– Champandard, A [08], “Getting Started With Decision Making and Control Systems”, A.I. Wisdom 4, Charles River Media– Champandard, A., “Understanding Behaviour Trees”, http://aigamedev.com/hierarchical-logic/bt-overview, 13.3.08– Yiskis, E. [04] “A Subsumption Architecture for Character-Based Games”, A.I.Wisdom 2, Charles River Media
• Navigation– Numerous references, almost all A.I. Wisdom books.
• Locomotion – Vehicle– Alexander, B. [02] “The Beauty of Response Curves”, A.I. Wisdom 1, Charles River Media– Forrester, E. [04] “Intelligent Steering Using PID Controllers”, A.I. Wisdom 2, Charles River Media
• Conclusion– Hecker, C. [09] “Structure vs Style”, http://chrishecker.com/Structure_vs_Style, 13.3.08