Powerdrome
|
This page is part of the History Of Game AI project curated by the AI Game Programmers Guild. |
| Powerdrom | |
|---|---|
| | |
| Developer: | Argonaut Software |
| Publisher: | Mad Duck Productions |
| Year: | 2004 |
| Platforms: | PS2, XBox, PC |
| Genre: | Racing |
| AI Era: | Tactical Reasoning |
Powerdrome is a futuristic racing game where players race jet-engined, anti-gravity bikes called 'blades' around closed tracks.
Contents |
Description of AI Behavior
Being a pure racing simulation, the A.I. attempted to provide a competative race on a multitude of tracks often with multiple routes. It tried to do this reflecting the personality of each of the relevant characters
Notable Behaviors
Notable behaviours including some degree of gesturing based on personality and move execution.
Architectures
Player assisted learning
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
For A.I. training, the single player time trial mode was used. The A.I. continually aimed to beat the best time, driving the best line as closely as possible and dropping telemetry as it went. If it set a new time, this became that which it tried to achieved. The natural curvature of the improved driving line therefore started to reflect what the A.I., for that particular blade, could drive inside it's own heuristics.
Multi-tier planning architecture through virtual yoke
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
Noted here is the personality layer which was based on blades around it—and the relationship to those blades—could chose to affect the signals of the line following layer with extra steering:
- Towards blade as it came level => side ram (aggressive)
- -ve ram => getting out of the way (friendly)
- Sidewards bias with a blade in front => (overtaking)
- Overdriven acceleration to a blade in front => forward ram (aggressive)
- Artificially deceleration to a blade behind => blocking (aggressive).
The use of boost was also intended to be plugged into personality with the idea that some characters would just like to get ahead, rather than be conservative.
Inverse kinematics
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
Steering was originally based on a fan approach generated off line for each blade. Various degrees of steer were recorded under different conditions, the physics being integrated over a set time window to work out the relative translation from forward direction, expected in the future. This would form part of an n-directional table where various key factors, side slip, speed bracket were weighted into the equation.
As the data grew, the effort was somewhat scaled back to just be hard left and hard right steering. Then a given run time state of blade, would provide the relevant hard left, hard right table entry and linear interpolation from -1 being the left most point to +1 being the right determined the best steering value.
Obstacle avoidance
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
Post-Mortem
What Worked
Player assisted learning
Really allowed some nice player quirks to come out, tempered by an A.I. that then refined your lap.
Gesturing in replays
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
Debugging
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
What Didn't Work
Steering by table
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
Imparting personality at 1200km/h
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
Artistically fitted tracks vs physical speed
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
Lessons Learned
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
Reception by Public
| This section is based on first-hand knowledge by AIGPG member, Brett Laming. |
References
A.I. Wisdom 2 - todo.