Intelligent Middle-Level Game Control
Autor: | Kourosh Naderi, Amin Babadi, Perttu Hämäläinen |
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Přispěvatelé: | Department of Computer Science, Professorship Hämäläinen Perttu, Department of Media, Aalto-yliopisto, Aalto University |
Rok vydání: | 2018 |
Předmět: |
FOS: Computer and information sciences
Computer science Interface (computing) Continuous control Population 02 engineering and technology 050105 experimental psychology Computer Science - Graphics Online optimization Human–computer interaction 0202 electrical engineering electronic engineering information engineering Physically-based simulation ta2 0501 psychology and cognitive sciences CMA-ES education ta113 education.field_of_study Multi-agent system Multi-agent systems 05 social sciences ComputingMilieux_PERSONALCOMPUTING 020207 software engineering Animation DUAL (cognitive architecture) Graphics (cs.GR) Key (cryptography) Game control Evolution strategy |
Zdroj: | CIG |
Popis: | We propose the concept of intelligent middle-level game control, which lies on a continuum of control abstraction levels between the following two dual opposites: 1) high-level control that translates player's simple commands into complex actions (such as pressing Space key for jumping), and 2) low-level control which simulates real-life complexities by directly manipulating, e.g., joint rotations of the character as it is done in the runner game QWOP. We posit that various novel control abstractions can be explored using recent advances in movement intelligence of game characters. We demonstrate this through design and evaluation of a novel 2-player martial arts game prototype. In this game, each player guides a simulated humanoid character by clicking and dragging body parts. This defines the cost function for an online continuous control algorithm that executes the requested movement. Our control algorithm uses Covariance Matrix Adaptation Evolution Strategy (CMA-ES) in a rolling horizon manner with custom population seeding techniques. Our playtesting data indicates that intelligent middle-level control results in producing novel and innovative gameplay without frustrating interface complexities. Comment: 2018 IEEE Conference on Computational Intelligence and Games (IEEE CIG 2018) |
Databáze: | OpenAIRE |
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