Games and AI Jonas Lind Game Designer ITU, September, 2005.
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Transcript of Games and AI Jonas Lind Game Designer ITU, September, 2005.
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Games and AI
Games and AI
Jonas Lind
Game Designer
ITU, September, 2005
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www.ioi.dk/~tj
Introduction
Io Interactive Hitman 1-3. Freedom Fighters Under production:
– Hitman 4– Other
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www.ioi.dk/~tj
Overview
Introduction & overview What we do Process and Workflow The State Machine Scenarios Future improvements
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www.ioi.dk/~tj
What we do
Character based FPS/3PS Noir and cartoony Key features Stealth (HM) and Squad(FF) Focus on Narrative HM -> Hardcore. FF -> Pick up and play PC, PS2, XBox
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www.ioi.dk/~tj
Hitman through the ages
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www.ioi.dk/~tj
Production Process
Idea stage (3 months)– Establishing graphical style– Gameplay sketch– Basic storyline
Prototyping/creating 1st demo (6)– Finishing design document– Contacting a publisher
Preproduction (6)– Maturing technology– Experimentation with gameplay and
UI
Production (10)– Content creation
(graphics, sound, scripts)
Crunch period (3)– Putting everything together– Fixing final errors– Quality assurance
Release (singularity)– Party + Sleep
Follow-up (3-6)– Patches– Press
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www.ioi.dk/~tj
Team Structure
P rodu ction L in e - The Te am
P rodu ction coo rd ina tor
3 D m od e lling A n im a tion
Te xture a rt L e vel b uild ing
A u d io
L e ad de sign er
L e ve l se tup G a m e p la y se tup
A I scrip ting U se r inte rfa ce
E n gine
L e ad p rog ra m m er
E xtern a l P ro du cer
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www.ioi.dk/~tj
Gameplay
Find the right combination of gameplay elements– Shooting and fighting (combat action)– Sneaking and hiding bodies (stealth)– Disguising by wearing enemy clothes (stealth)– Choosing the right weapons (planning)– Premission laptop briefings (planning)– Misc. small puzzles (thinking)
Construct levels by combining elements An iterative process of experimentation
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www.ioi.dk/~tj
AI Philosophy
”Believability is the issue, not realism”
Cheating is allowed. Trade off: Speed vs. Depth (10% rule) Take advantage of human psychology Be Consistent
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www.ioi.dk/~tj
The State Machine
States:
Normal, Suspicious, Agg/Panic, Kissing
Events:
Objectvisible, Projectile_hit, KissMeNow
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Scenario 1
Guard and maid standing in hallway.
The begin kissing. Hitman comes into the hallway.
Draws a gun and start shooting.
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www.ioi.dk/~tj
Scenario 1, State machine
Normal Kissing Normal
Normal Kissing Suspicious
Panic
Aggre.
Pretty Maid
BodyGuard
KissMeNow Objectvisible(hitman) Projectile_hit
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Scenario 2
Cook stands and makes food in the kitchen. Outside kitchen a guard patrols. Hitman sneaks into kitchen takes a cutting knife and slit cooks throat, and hides in a nearbycloset.
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Scenario 2, State machine
Patrol
Sus(HeardOddSound)
Investigate
FoundDeadBody(cook)
CallAssistance
Suspicious(lookforfakecook)
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www.ioi.dk/~tj
Basescripts
Basefunc
Animal Human
Civilian
Armed Guard
Sniper CamGuardRedneck
Dog Croc
General Lee
PornBoss
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www.ioi.dk/~tj
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www.ioi.dk/~tj
Advantages
Powerful language, very versatile Clear structure Inheritance Event driven Cycle-efficient Allows for sound and animation handling
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www.ioi.dk/~tj
Disadvantages
20% creation 80% damage control Endless tweaking because of customization Gameplay setup requires programming skills Slow iterative process Bottom of foodchain Bad Scenarios
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www.ioi.dk/~tj
Bad Scenarios
Step in Line. 10 guards inside a bunker. Hitman stands outside the single entrance/exit. ShootsGun. Everybody in turn try to get out. Get shotas soon as they step outside.
Running Man. Hitman runs past everyone, slow reaction time makes it possible.
After the Bomb. Hitman does somethingirreversible, but due to our ”equilibrium”- Model, funny results arise.
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www.ioi.dk/~tj
The next step?
Building block AI. for more simplistic gameplay.
Easier to test, faster to set up. Not as flexible.
Planning. Goal oriented. Pregeneration.
Dramaturgically interesting.
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www.ioi.dk/~tj
Any Questions?