HTN Planning in Transformers: Fall of Cybertron | AI and Games #14

  Рет қаралды 21,863

AI and Games

AI and Games

8 жыл бұрын

www.aiandgames.com
www.patreon.com/ai_and_games
--
In previous videos, we have discussed the Goal Oriented Action Planning (GOAP) framework: a game AI method adopting classical STRIPS-based planning for the F.E.A.R. trilogy. In this video, we look at the evolution of planning in games, focussing on the Transformers: Cybertron series by High Moon Studios. We not only discuss how GOAP was adopted in the series, but also introduce an alternate method, known as Hierarchical Task Network (HTN) planning.
--
Read the accompanying blog post on AI and Games:
aiandgames.com/cybertron-intel/ ‎
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Music used in this video taken from "Transformers: The Movie" (1986), specifically:
The Touch" by Stan Bush.
"The Transformers" by LION
"Hunger" by Spectre General (Kick Axe)
"Autobots vs Decepticons", "Through the Monster's Eye" and "United Against the Enemy" by Vince DiCola.
Special thanks to the following developers and researchers whose work is discussed in this video (in order I remembered to add you).
Rory Driscoll
Alex Champandard
Troy Humphries
Eric Jacopin

Пікірлер: 36
@MrEpic325
@MrEpic325 4 жыл бұрын
Still come back to play Fall of Cybertron every once and a while, one of my favourite games of all time as a kid. that trailer with the Humbling River by Puscifer was the coolest thing i ever saw in, i think, 2011
@atroxit8166
@atroxit8166 8 жыл бұрын
THE INTRO SONG FROM THE TRANSFORMERS CARTOON MOVIE FROM YEARS AGO! THE NOSTALGIA!
@dariusathanatosskysabergam2827
@dariusathanatosskysabergam2827 7 жыл бұрын
anyone else shed a tear of nostalgia at the usage of the old g1 Transformers movie soundtrack?
@AIandGames
@AIandGames 7 жыл бұрын
I love that soundtrack so much. Any excuse I can find to use it.
@RyeFields
@RyeFields 7 жыл бұрын
my god, the nostalgia combined with the most important ai. in my current project, well not project more like passtime... can't wait until college.
@ericjacopin2966
@ericjacopin2966 8 жыл бұрын
Great job Tommy! Thank you for all this (AI Planning Comparison / History) work.
@Bloodlinedev
@Bloodlinedev 5 жыл бұрын
I'm going from an utility/goap based AI (utility for goal selection) to a HTN based AI solution for unity. Awesome! Great job and many details.
@libiroli
@libiroli 2 жыл бұрын
How's your project going?
@troyhumphreys9952
@troyhumphreys9952 7 жыл бұрын
Wow, that takes me back :) Thanks for doing the video. You were pretty much spot on!!
@AIandGames
@AIandGames 7 жыл бұрын
Thanks Troy! It's always hard to try and get these things right from the outside looking in. So always daunting/exciting when a dev swings back to watch. As an aside, I adore Fall of Cybertron, so I had a lotta fun working on this video.
@80468046
@80468046 7 жыл бұрын
I'm new to your channel and I like the content. thank you for keeping the intro short in this one.
@Hyster83
@Hyster83 7 жыл бұрын
"If you haven't seen this other video, watch that first" YOU PUT THE PLAYLIST IN THIS ORDER
@ndalum75
@ndalum75 7 жыл бұрын
Would you ever consider doing one of these videos on the 2004 Transformer video game for the PS2? I don't know if there's enough info on it laying about, but that game did make a point of designing intelligent and challenging enemies. Command units for example would help the other enemy Decepticons focus fire on the player character, enemies would gradually learn to jump out of the way of your blasts, things like that.
@AIandGames
@AIandGames 7 жыл бұрын
I remember playing that game, I was rather fond of it at the time. I'd need to figure out how to get ahold of it, but it might be worth looking back to at some point.
@wrath4all
@wrath4all 7 жыл бұрын
Hey, I own that game! It was set in the Transformers: Armada universe. I can also attest to what +ndalum75 is saying.
@FurryWrecker911
@FurryWrecker911 2 жыл бұрын
I need to rebuy WFC/FOC for PC. I haven't played these since I graduated high school and left everything behind with my brother in 2013 as a parting gift. They were some of the best games I had during that time. WFC I replayed the story of I don't know how many times. High Moon did good by allowing you to play both perspectives during different times of the campaign.
@TropicalBrick
@TropicalBrick 3 жыл бұрын
Where can I get the written piece with extra info on this, i didnt see it on the website?
@TheFirstCurse1
@TheFirstCurse1 6 жыл бұрын
My favorite game of all time
@onic2999
@onic2999 Жыл бұрын
What are the titles of the articles for each researcher? The page from aiandgames yields a 404 error :(
@thegloaming5984
@thegloaming5984 3 ай бұрын
Tommy, where did you find the code at 9:10? Ive looked for it for ages but never was able to find out where its from
@AIandGames
@AIandGames 3 ай бұрын
It was taken from an article published on AIGameDev. Alex Champandard interviewed Troy Humphreys about the game. Sadly much of the content from AIGameDev.com is long since lost.
@LateNightHalo
@LateNightHalo 6 жыл бұрын
I have a question. How come despite killzone using similar techniques to FEAR, the AI in killzone (especially 2) is notably dumber? Killzone is kind of regarded for its rather dumb AI that tend to do stupid things
@alexkfridges
@alexkfridges 3 жыл бұрын
Game design. The implementation of an algorithm matters for nothing if the behaviours, actions, levels are all designed poorly.
@rainbowsixODST
@rainbowsixODST 4 жыл бұрын
Okay let me ask this. Which one is better? Trees, GOAP, or HTN or a possible mix of two or all three. Do you know? I’m honestly curious because of the FPS AI in Star Citizen and what seems like most modern games to me never seems to improve and in some cases actually gets worse or act just brain dead. When I see this happen I go back and look at Fear 2005’s AI and I am left utterly baffled why so few games seem to adopt this type of AI when it seems to be clearly superior to what is being used right now. I’m sure it has its issues(I watched your video😁) but you’d think with technology where it is today they’d be easy to fix. Do you have any thoughts on this?
@xponen
@xponen 3 жыл бұрын
modern games like Star Citizen probably exceeded their CPU budget on the game alone, leaving no CPU budget for an AI computation. If I'm not mistaken Star Citizen is a very demanding game, require good CPU and GPU. For an AI to be smart it need to simulate the game 2 step ahead of the players, but if the game-space itself is too LARGE and CPU budget is non-existent, then then the best the Dev can do is allow it do simulate just 1 depth ahead (shallow planning), meaning we will get a dumb AI.
@xponen
@xponen 3 жыл бұрын
HTN is better for large map & huge amount of enemies, like in Fall Of Cybertron, because it uses less CPU to search "deeper" (multiple step ahead), while GOAP seems like very expensive, which explain why War of Cybertron and FEAR seems to be indoor game-space and few enemies. This also include what actions the AI can perform; more options, meaning larger game-space.
@Clorf
@Clorf 7 жыл бұрын
Am I the only one who was shocked to learn that Dark Souls uses HTN? I had always assumed that it used finite state machines based on my own observations of enemy behavior. Can you elaborate on where you found this out? Did From Software do a talk somewhere that got translated? I've love to see if so!
@AIandGames
@AIandGames 7 жыл бұрын
+Clorf I have only found one (reliable) source that states Demon and Dark Souls use HTN, but it doesn't provide any details. I've yet to find anything more substantial. And yeah... I found it hard to believe given the AI in Dark Souls isn't all that bright for the most part.
@Clorf
@Clorf 7 жыл бұрын
On the contrary, I think that the AI in Dark Souls is very successful at making for good opponents for the most part, especially given the challenges inherent in navigating massive, complex, precarious environments (unlike most games which lock AI into enclosed, 'safe' arenas). It's just that to me it seems very... modal. Enemies exhibit what appear to me to be very consistent (per character type) behaviors based on proximity to their target eg. Run forward at long range, circle strafe while moving backwards and forwards at close range. I wonder if HTN is relegated to a specific domain, like attack selection, while steering behaviors and overall decision making are handled in more "conventional" ways. I don't know that much about HTN but in my limited understanding of it it seems like you could use it to make AI that recognizes when it's near the optimal situation for a given attack and 'solve' for a way get the rest of the way there. Of course, without an explanation from the devs this is all just baseless speculation. Oh well.
@charg1nmalaz0r51
@charg1nmalaz0r51 2 жыл бұрын
@@AIandGames Do you have any sources of information or tutorials where people show how to impliment htn, i can only find concepts of it and nothing concrete.
@user-zw5rp7xx4q
@user-zw5rp7xx4q 8 жыл бұрын
But what about AI in strategies?
@AIandGames
@AIandGames 8 жыл бұрын
Got a future video looking to address strategy games.
@mohokhachai
@mohokhachai 2 ай бұрын
Machine yees
@karlpetersson4251
@karlpetersson4251 3 жыл бұрын
I'm sorry but the music in the background is way too distracting.
@opticalecho119
@opticalecho119 7 жыл бұрын
But are these games good in any way? No, not at all.
@AIandGames
@AIandGames 7 жыл бұрын
Lies.
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