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Bayesian Programming and Learning for Multi-Player Video Games ...

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2.6.2 State of the art<br />

Methods used in FPS* are also used in RPG*. The needs are sometimes a little different <strong>for</strong><br />

RPG games: <strong>for</strong> instance RPG need interruptible behaviors, behaviors that can be stopped <strong>and</strong><br />

resumed (dialogs, quests, fights...) that is. RPG also require stronger story-telling capabilities<br />

than other gameplay genres, <strong>for</strong> which they use (logical) story representations (ontologies)<br />

[Kline, 2009, Riedl et al., 2011]. Behavior multi-queues [Cutumisu <strong>and</strong> Szafron, 2009] resolve<br />

the problems of having resumable, collaborative, real-time <strong>and</strong> parallel behavior, <strong>and</strong> tested<br />

their approach on Neverwinter Nights. Basically they use prioritized behavior queues which can<br />

be inserted (<strong>for</strong> interruption <strong>and</strong> resumption) in each others. AI directors are control programs<br />

tuning the difficulty <strong>and</strong> pace of the game session in real-time from player’s metrics. Kline [2011]<br />

used an AI director to adapt the difficulty of Dark Spore to the per<strong>for</strong>mance (interactions <strong>and</strong><br />

score) of the player in real-time.<br />

2.6.3 Challenges<br />

There are mainly two axes <strong>for</strong> RPG games to bring more fun: interest in the game play(s), <strong>and</strong><br />

immersion. For both these topics, we think game AI can bring a lot:<br />

• believability of the agents will come from AI approaches than can deal with new situations,<br />

being it because they were not dealt with during game development (because<br />

the “possible situations” space is too big) or because they were brought by the players’<br />

un<strong>for</strong>eseeable actions. Scripts <strong>and</strong> strict policies approaches will be in difficulty here.<br />

• interest (as opposed to boredom) <strong>for</strong> the human players in the game style of the AI<br />

will come from approaches which can generate different behaviors in a given situation.<br />

Expectable AI particularly affects replayability negatively.<br />

• per<strong>for</strong>mance relative to the gameplay will come from AI approaches than can fully deal<br />

with cooperative behavior. One solution is to design mobs to be orders of magnitude<br />

stronger (in term of hit points <strong>and</strong> damages) than players’ characters, or more numerous.<br />

Another, arguably more entertaining, solution is to bring the mobs behavior to a point<br />

where they are a challenge <strong>for</strong> the team of human players.<br />

Both believability <strong>and</strong> per<strong>for</strong>mance require to deal with uncertainty of the game environment.<br />

RPG AI problem spaces are not tractable <strong>for</strong> a frontal (low-level) search approach nor are there<br />

few enough situations to consider to just write a bunch of script <strong>and</strong> puppeteer artificial agents<br />

at any time.<br />

2.7 RTS <strong>Games</strong><br />

As RTS are the central focus on this thesis, we will discuss specific problems <strong>and</strong> solution<br />

more in depth in their dedicated chapters, simply brushing here the underlying major research<br />

problems. Major RTS include the Comm<strong>and</strong>&Conquer, Warcraft, StarCraft, Age of Empires<br />

<strong>and</strong> Total Annihilation series.<br />

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