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Artificial intelligence IN NPCs

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Page 1: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Artificial intelligenceIN NPCs

Page 2: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Early Role Playing games

• Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance, a enemy would be attacking a merchant and the merchant wont run away from the enemy, or you could be running from an enemy which can easily get stuck by you hiding behind a wall.

Page 3: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

modern Role playing games

• NPCs in modern RPGs are much “smart” because they actually run away from enemies, instead just standing around. They can also path find, so hiding behind a rock will no longer fool enemies. Merchants can raise/lower their prices depending on how liked you are. Enemies can react to noise that you make and walk towards you.

Page 4: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Overview: Path finding

• Early:These type of games would use path finding techniques like breadth first/ depth first search, checking for the player without calculating for obstacles, hence trapping themselves easily.

• Modern:• An example of a

modern path finding technique would be waypoint graph, which is where there are connecting points which the computer follows.

Page 5: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Overview: trading

• Early:– The player will give the

trader an item worth a certain value and the trade will be complete. The player could also attack the mob and will still get the same price or even kill friendlies without penalty to trading prices.

• Modern:– The player’s item will be

determined in value + if the player is liked by the trader and, if there is one, the players skill in trading. Killing or harming the trader will result in other trades giving less for the same item

Page 6: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Overview: stealth

• Early RPGs didn’t have a sense of stealth but rather stay away from their sight “range” and are based off they see you or not. Stealth in these games are based off special hiding areas that bots cannot see into

• Modern RPGs stealth systems now have a range based on they can see you, they can’t see you, and they are looking for you. Stealth in these games are based on factors like light level, noise you make, distance from the target.

Page 7: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Early Strategy Games

• Enemies in early strategy games had very little difficulty curve/setting making the AI feel as though it is technically non-existing, where the enemy just feels like their using a pre-made course in which the enemy follows.

Page 8: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Late Strategy Games

• Now Enemies actually have a noticeable difficulty curve with the AI enemy. Where each difficulty will determine what the AI will build and whether they attack or not. Sometimes AI’s will reach out to the player in attempt for diplomacy like, sharing resources/ peace-treaties/declaring war. How ever the AI can deny your requests depending on how liked you are vs how much your offering.

Page 9: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Overview: diplomacy

• Early– Player would be able to

set a predetermined team number to the bot before the match in which the bot would be stuck fighting with that person or bot.

• Modern– Player can set up the

teams before the match, how ever the bot can break off from their team to join another of form their own teams. They could even charge the player protection money to stop them from invading.

Page 10: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Overview: strategy

• Early:– Bots would always build

everything in order in terms of their requirements and would attack the player outright with everything they have. Plus these bots don’t have a sense of difficulty and are normally the same every play through

• Modern:– Bots now have a sense

of difficulty which the player can set them to. Bots will then play out differently depending on their difficulty. Plus they would wait until you attacked or attack you with a variety of units, and retreat when necessary

Page 11: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Early racing Games

• AI drivers in racing games would normally follow a pre-programmed line which would control how faster they go and when to brake and where to drive. However, if the player is their control line, the AI will ram you due to you not driving at same/greater speed as the AI.

Page 12: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Modern racing Games

• The AI drivers will follow a line, but will also avoid other drivers and yourself as well so bots hitting into you is significantly reduced. Bots can also have “personalities” so some will be more aggressive than others, so bots hitting into you might not be truly deceased. In some games, bots actually help you by seeking out shortcuts or bashing into the racer in-front.

Page 13: Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,

Overview: Racing

• Early– Bot would bash into you

for not driving fast enough whilst on their line. They would drive like pros/expert with lack of difficulty curve sometimes.

• Modern– Bots now drive around

you if you drive to slow whilst in their path. Bots sometimes are seen with personalities, like them being aggressive and bashing into you to spin you out.