makarov ilya, tokmakov mikhail, tokmakova lada - imitation of human behavior in 3d-shooter game

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Imita&on of Human Behavior in 3DShooter Game Makarov Ilya Tokmakov Mikhail Tokmakova Lada Can't Kill Progress

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Page 1: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Imita&on  of    Human  Behavior    

in  3D-­‐Shooter  Game    

Makarov  Ilya  Tokmakov  Mikhail  Tokmakova  Lada    

Can't  Kill  Progress  

Page 2: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Фон  

•  Brief  Review  of  Exis<ng          3D-­‐shooters    •  Geometry  •  Visual  Recogni<on  •  Decision  Making  Model  •  Process  of  Gaming  •  Conclusion  

AIST'2015,  Yekaterinburg   2  

Фон  

Page 3: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Brief  Review  of  Exis<ng  3D-­‐shooters    

AIST'2015,  Yekaterinburg   3  

Wolfenstein   Call  of  duty:  Ghosts  

Page 4: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Idea  

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The  main  goal  of  our  project  is  to  replace  commonly  used  automa<c  target  recogni<on  and  target  aiming  by  using  visual  recogni<on  methods  and  to  test  obtained  model  

We  create  an  automa<c  decision  making  module  to  search  for  enemies  in  a  3-­‐D  maze  

Page 5: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Geometry    

•  Types  of  the  objects:    – walls,  boxes  –   columns,  doorways  

•  Processing  the  queue:  –  finding  element  with  maximal  priority  

–  recalcula<ng            dangerous  zones  –  comparing  the  first  K            queue  elements  

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Page 6: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Example  

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The  density  func<ons  represent  the  process  of  visual  recogni<on  of  objects  when  we  search  for  an  enemy  but  have  to  spend  some  <me  on  processing  object’s  shapes.  

Page 7: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Visual  Recogni<on    Screenshot with filled holes

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Filtering of the screenshot

Yflgbcmyflj  pfrhsnm   Yflgbcmyflj  pfrhsnm   Yflgbcmyflj  pfrhsnm  

Yflgbcmyflj  pfrhsnm  

Page 8: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Decision  Making  Model  1)  Walking  

a)  Bypassing  and  Search  b)  Moving  toward  some  point  in  the  maze  c)  Finding  cover  

2)  Shoo<ng  a)  Sigh<ng  b)  Opening  fire  c)  Correc<on  rela<ve  to  recoil                        and  motor  reflexes    

3)  Visual  recogni<on  a)  Recogni<on  of  objects  b)  Recogni<on  of  dangerous  zones  c)  Recogni<on  of  enemy    

(shoo<ng  aeer  enemy  recogni<on)    

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Page 9: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Process  of  Gaming    •  The  rela<ve  error  depends  on:  –  the  angle  between  BOT’s  rota<on  movements  and  direc<on  on  the  target  

–  X-­‐speed  –  Y-­‐speed    

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Page 10: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Conclusion  

In  the  current  state  we  evaluate  the  parameters  to  iden<fy  the  dangerous  zones  and  to  sight  on  enemy.  We  proceed  with  the  comparison  of  the  methods  of  visual  recogni<on  to  improve  our  model.    

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Page 11: Makarov Ilya, Tokmakov Mikhail, Tokmakova Lada - Imitation of Human Behavior in 3D-Shooter Game

Thank  you  for  aien<on!    

Department  of  Data  Analysis  and  Ar<ficial  Intelligence  Na<onal  Research  University  Higher  School  of  Economics  

 Makarov  Ilya:  [email protected]  

   Tokmakov  Mikhail:  [email protected]        Tokmakova  Lada:  [email protected]  

   

©  hip://www.square-­‐enix.com    

         

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