X hits on this document

PDF document

Enhanced NPC Behaviour using Goal Oriented Action Planning - page 101 / 110

247 views

0 shares

0 downloads

0 comments

101 / 110

APPENDIX C

The game

Two maps were created for the game where the AI can be placed in to carry out the tests. Below are screenshots of the game, the first is of the Domination game in the first map and the second is a Capture the Flag game in the second map. On the first screenshot the left hand side indicates what current GOAP goal and action is active for each agent along with the agent’s current squad command. The right hand side displays the FSM agent’s current state along with its squad’s current command. Every effort was taken to be as faithful as possible to the original UT2005 Domination and other game modes implemented as part of the project. The maps were based on actual UT2005 maps which were obtained from the Unreal Tournament editor. The red ‘x’ indicates where the possible Domination or Capture the Flag locations can be; these were randomised for each test. Agent’s have over forty positions that they are restarted from once killed and it was entirely random which one was chosen. Pickups such as ammo and health are strewn around each level and are spread out as much as possible. Each agent has four weapons (a pistol, shotgun, rocket launcher and minigun) with no ammunition and a health of one hundred starting off.

93

Document info
Document views247
Page views251
Page last viewedSat Dec 03 01:06:54 UTC 2016
Pages110
Paragraphs700
Words23812

Comments