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