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2IOE0 Interactive Intelligent Systems Ji Qi, Andrei Jalba, Huub van de Wetering TU/e edition 2017-20187 Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems edition 2017-20187 1 / 20

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2IOE0 Interactive Intelligent Systems

Ji Qi, Andrei Jalba, Huub van de Wetering

TU/e

edition 2017-20187

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 1 / 20

IntroductionCourse resources

1 http://www.win.tue.nl/˜wstahw/edu/2IOE0

2 http://www.win.tue.nl/˜wstahw/edu/2IOE0/studyguide.html

2IOE0 = Two India Oscar Echo Zero

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 2 / 20

IntroductionDesign Based Learning

1 Work in a team of upto 6 students.

2 Apply knowledge of previous courses.

2IV60 Computer Graphics2ID90 Artificial IntelligenceIf you did not complete these courses, you can not participate!

3 Process guided by tutors.

Ji QiAndrei JalbaHuub van de Wetering

4 Realize an interactive intelligent system.

2017/18: a game

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 3 / 20

IntroductionTeam composition

Time slots

all team members should be available in block A:

Monday morningThursday afternoon

In the break

find your favourite team matesTeam size either 5 or 6.Remaining issues are solved by the tutors.

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 4 / 20

IntroductionTeam resources

Each team has a project room

will be announced

Each team is monitored by a tutor

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 5 / 20

IntroductionProject execution - excerpt from study guide

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 6 / 20

IntroductionGrading - excerpt from study guide

Note: we will try to reformulate Team Grading.

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 7 / 20

Interactive Intelligent System: Game

Game should contain challenging/non-trivial/interesting elements of

Computer Graphics

geometry, rendering, algorithms, efficiency, HCI, ...

Artificial Intelligence

searching, planning, learning, ...

Validation tools earn you credits

if properly demonstrated and reported upon.

Implementations have to be done in java.

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 8 / 20

Interactive Intelligent System: Game

From both CG and AI two techniques are chosen.

from a given list

They should play an essential role in the realization of the game.

The quality of their realization should be validated.

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 9 / 20

Terminology

PC or player character:

character controlled by a human player

e.g. pac-man

NPC or non-player character:

the other characters

e.g. the ghosts in Pac-Man

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 10 / 20

General Game Architecture

GameState Simulatorinfo

Controllers

info

Renderer

info

updates

actions

Game state:

contains current state of the world

may be queried on state of objects in the world

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 11 / 20

General Game Architecture

GameState Simulatorinfo

Controllers

info

Renderer

info

updates

actions

Controller:

each character has at least one

selects actions

PC: controller interprets “joy stick” events

NPC: controller is character’s brain: AI, ...Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 11 / 20

General Game Architecture

GameState Simulatorinfo

Controllers

info

Renderer

info

updates

actions

Renderer:

renders the game state

outputs images (and sounds)

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 11 / 20

General Game Architecture

GameState Simulatorinfo

Controllers

info

Renderer

info

updates

actions

Simulator:

encodes how game state changes

responds to actions of the controllers

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 11 / 20

General Game Architecture

GameState Simulatorinfo

NPC Controller

info

Renderer

info

updates

actions

PC Controller

actions

Player

imagesound

input

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 12 / 20

Controllers

either programmed or learned

reactive controller:

statelessfunction of its input

stochastic controller

more interesting to play against non-predictable NPCrandomness may break symmetry to avoid, e.g. being trapped in acornermimicks noise in real worldfor instance, add randomness to controller’s output

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 13 / 20

ControllersHierararchy

several controllers together may determine the next (game) action,e.g.

one controller determines goal of NPCa second controller searches a path to the goala third controller computes next move.

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 14 / 20

ControllersPercept

A percept

functions as a filter/facade for the game state.

game state is only available via its methods.

may be replaced by another percept, for example,

one which uses other info from gamestate,a ’confused’ one with randomized values if(N)PC has taken a hit on the head.

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 15 / 20

Game Design

Players: how many? Any requirements? Special knowledge, roles ... ?

Objective: What is the objective of the game?

Procedures: What are the required actions?

Rules: Any limits on player actions? Rules regarding behaviour?

Conflict: What causes conflicts?

Outcome: What are the possible outcomes?

...

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 16 / 20

Game Design

All video game types are allowed:

action, adventure, role-playing, simulation, strategy, sports, ....

But,be realistic

Not everything is possible in one quartile.

Make the CG and AI shine!

Their roles should be essential and provable.

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 17 / 20

Game Realization

Build modular

decide on interfacesdocument interfaces

Use fast prototyping

iteratively build your gamefirst build the validation tools!!

Play testing

find problemstune parameters

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 18 / 20

First Team Actions

1 Make weekly appointment with tutor.

2 Read the studyguide.

3 Brainstorm on game concepts.

4 Work out a concept on paper.

5 Get approval of tutor(s)

6 ...

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 19 / 20

References

1 Artificial Intelligence for Computer Graphics, John David Funge.

2 Game Design Workshop, Tracy Fullerton.

Ji Qi, Andrei Jalba, Huub van de Wetering (TU/e)2IOE0 Interactive Intelligent Systems edition 2017-20187 20 / 20