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Artificial Intelligence in The Sims series Yoann Bourse The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Plan de la pr esentation The Game 1 Pathfinding 2 Decision making


  1. Artificial Intelligence in The Sims series Yoann Bourse

  2. The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Plan de la pr´ esentation The Game 1 Pathfinding 2 Decision making 3 Social interactions 4 Evolution in the franchise 5 Prospects and conclusion 6 Yoann Bourse Artificial Intelligence in The Sims series

  3. The Game Pathfinding History Decision making The Sims Social interactions Player/AI Evolution in the franchise Prospects and conclusion Introduction Will Wright’s genius : Simulating life → → Simcity (1989) − → SimAnt (1991) − → The Sims (2000) Yoann Bourse Artificial Intelligence in The Sims series

  4. The Game Pathfinding History Decision making The Sims Social interactions Player/AI Evolution in the franchise Prospects and conclusion Starting a new franchise Numerous expansions set and item packs User-created content Sequels Yoann Bourse Artificial Intelligence in The Sims series

  5. The Game Pathfinding History Decision making The Sims Social interactions Player/AI Evolution in the franchise Prospects and conclusion What is The Sims Sandbox God game Life simulation Released in February 2000 ⇒ best selling PC game : 6.3 million then, 16 million now One of the most influencial AI The player controls the life of a family of sims Yoann Bourse Artificial Intelligence in The Sims series

  6. The Game Pathfinding History Decision making The Sims Social interactions Player/AI Evolution in the franchise Prospects and conclusion Player vs. AI The player : Design characters Design buildings Give order to his characters The computer : Controls game mechanics Controls non-played characters Elementary actions (pathfinding) Free will Yoann Bourse Artificial Intelligence in The Sims series

  7. The Game Pathfinding History Decision making The Sims Social interactions Player/AI Evolution in the franchise Prospects and conclusion The free will Untill ordered otherwise, sims can survive by themselves (narrative aspect) But not too well, otherwise no incentive to play Yoann Bourse Artificial Intelligence in The Sims series

  8. The Game Pathfinding History Decision making The Sims Social interactions Player/AI Evolution in the franchise Prospects and conclusion Presentation plan Pathfinding 1 Decision making (smart objects) 2 Social interactions 3 Evolution of the series : controlling non-played characters. 4 Yoann Bourse Artificial Intelligence in The Sims series

  9. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion Pathfinding How does a sim go from A to B ? Yoann Bourse Artificial Intelligence in The Sims series

  10. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion Pathfinding - Reminder : A* In a graph, to go towards a goal, make the step towards the neighbour minimizing d + h d being the distance to this neighbour h an underestimate of the distance between this neighbour and the goal An good underestimate is often the geometric distance ignoring obstacles Yoann Bourse Artificial Intelligence in The Sims series

  11. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion Pathfinding in the Sims : HPA* Most games adapt A* into Hierarchical Pathfinding A* (2004) Idea : Different level of detail : instead of working with waypoint, work first among groups of waypoints. In the Sims : Shortest path at room level Divide the room into big chunks Divide the chunks into smaller chunks + smoothing Yoann Bourse Artificial Intelligence in The Sims series

  12. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion 1. Room Graph Yoann Bourse Artificial Intelligence in The Sims series

  13. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion 1. Room Graph Yoann Bourse Artificial Intelligence in The Sims series

  14. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion 1. Room Graph Yoann Bourse Artificial Intelligence in The Sims series

  15. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion 2. Within a room : multi-scale A* Yoann Bourse Artificial Intelligence in The Sims series

  16. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion 2. Within a room : multi-scale A* Yoann Bourse Artificial Intelligence in The Sims series

  17. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion 2. Within a room : multi-scale A* Yoann Bourse Artificial Intelligence in The Sims series

  18. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion 2. Within a room : multi-scale A* Yoann Bourse Artificial Intelligence in The Sims series

  19. The Game A* Pathfinding HPA* Decision making Social interactions 1. Room Graph 2. Multi-scale A* Evolution in the franchise Prospects and conclusion Proof Demonstration video : http ://www.youtube.com/watch ?v=iI-R4M-yIzo Yoann Bourse Artificial Intelligence in The Sims series

  20. The Game Modeling human needs Pathfinding Smart Objects Decision making Social interactions The Happyscape Taking personalities into account Evolution in the franchise Prospects and conclusion Decision making How does a sim take decisions without supervision ? Yoann Bourse Artificial Intelligence in The Sims series

  21. The Game Modeling human needs Pathfinding Smart Objects Decision making Social interactions The Happyscape Taking personalities into account Evolution in the franchise Prospects and conclusion Modeling human needs 8 basic needs evolving through time, under the influence of circumstances (sleeping ? eating ?) : Mental Physical Energy (sleeping) Hunger (eating) Fun (playing) Comfort (sitting/laying Social (interacting with down) others) Hygiene (bathing) Room (architecture, Bladder (urinating) furniture) Yoann Bourse Artificial Intelligence in The Sims series

  22. The Game Modeling human needs Pathfinding Smart Objects Decision making Social interactions The Happyscape Taking personalities into account Evolution in the franchise Prospects and conclusion Need ⇒ Happiness Different needs have different impact on the mood : Being a little hungry is ok, but a great hunger will have a huge negative impact on mood. Yoann Bourse Artificial Intelligence in The Sims series

  23. The Game Modeling human needs Pathfinding Smart Objects Decision making Social interactions The Happyscape Taking personalities into account Evolution in the franchise Prospects and conclusion What to do ? ⇒ the activity that can increase happiness the most ! Actually, we need not to be perfect : Choose randomly amongst the 4 activities providing the most hapiness. Yoann Bourse Artificial Intelligence in The Sims series

  24. The Game Modeling human needs Pathfinding Smart Objects Decision making Social interactions The Happyscape Taking personalities into account Evolution in the franchise Prospects and conclusion Improvement (the Sims 3) Choose with a probability propotional to the hapiness gain : Temperature/activity based on Maslow’s Hierarchy of Needs. Yoann Bourse Artificial Intelligence in The Sims series

  25. The Game Modeling human needs Pathfinding Smart Objects Decision making Social interactions The Happyscape Taking personalities into account Evolution in the franchise Prospects and conclusion Smart Object paradigm No logic in the sim ⇒ Logic in the objects (expandable !) Inside an object (= 1 thread) : Graphics/animation State Scripts (EDITH custom scripting language, in game editor) Advertising (what can it offer to the sim ?) Virtual objects (weather, conversations...) Yoann Bourse Artificial Intelligence in The Sims series

  26. The Game Modeling human needs Pathfinding Smart Objects Decision making Social interactions The Happyscape Taking personalities into account Evolution in the franchise Prospects and conclusion Object script Example : the fridge Go to a counter Prepare the food Go to the stove Cook the food Go to the table (+ chair) Eat the food Go to the dishwasher Clean your plate Yoann Bourse Artificial Intelligence in The Sims series

  27. The Game Modeling human needs Pathfinding Smart Objects Decision making Social interactions The Happyscape Taking personalities into account Evolution in the franchise Prospects and conclusion The Happyscape - Smart Terrain 1. Objects broadcast what they can offer Yoann Bourse Artificial Intelligence in The Sims series

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