Three Simple AI Behaviors v0.2

by Steve on March 19, 2012

Almost a year and a half ago, I wrote up a small Unity3D project that demonstrated a few basic AI behaviors (patrolling, wandering, following). You can check it out here. I get more emails and questions about that simple project than anything else on this website - I guess simple projects that demonstrate the basics of game AI are something people are interested in!

Anyway, this project had a major problem – the sample NPCs didn’t deal with changes in terrain height well (or at all). This has been bugging me for a while, but I haven’t had a chance to fix it until tonight. Check out the project page for a new version, complete with NPCs that don’t burrow into the ground at the first sign of a change in the y-value of the terrain underneath their feet.

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ANGELINA

by Steve on March 17, 2012

I always try to keep my eyes open for interesting game-related research happening in the academic AI world, and this week a project called ANGELINA is getting a lot of people excited – myself included.

Michael Cook is a PhD candidate at Imperial College in the UK, and has been working on designing an AI that can design games. This is a topic I find fascinating, and something I’ve actually messed around with personally in the past – but never really had the free time to pursue on any sort of deep level. It’s fantastic to see that someone is working on this problem legit, and I can’t wait to see where he takes this in the future.

I’m particularly excited about the fact that the output of his research is an actual product that people can play with, interact with, and think about. A lot of game-related research stops short of taking this step, and it really raises the barrier of entry for a dude like me. I’ll definitely be playing close attention to ANGELINA moving forward!

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Chordskilz

by Steve on December 14, 2011

I got a message from SonicViz recently that they used my Progress framework in their new game: Chordskilz! I was pretty psyched to hear from them, I always love to hear when someone is able to use the code that I put up on this blog.

Chordskilz is “… a music game designed to give you a total active listening workout in a core area of music ear training: Harmony, or chord recognition.” If music is your thing, check it out!

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Upgrade: The Card Game

by Steve on November 30, 2011

In the early 90s I was a small child OBSESSED with Magic: the Gathering. I played it for the first time at boy scout camp, and it was pretty much the greatest thing I had ever experienced. After learning about the game, I immediately set out to create my own card game. I’ve always loved making games even more than playing them, and card games are relatively easy to make: come up with a sweet idea, grab a stack of index cards, railroad some people into playtesting, and you’re good to go.

The results were, unsurprisingly, horrible. At ten years old and lacking anything resembling design sensibilities, the deck was seriously stacked against me. On top of that, I was so obsessed with Magic that anything I made was basically just a bad version of my new favorite game. My favorite aspects of Magic were the strong distinction between colors, deck construction, and the land mechanic to represent resources. All of the games I made had something resembling each of these aspects, and were just terrible. Eventually I realized that Magic was already a good version of Magic, so I’d need to think of something pretty different. I can remember two specific games that I made at this point.

At first I thought it would be cool to make a cooperative game where players shared a deck, had to work together to survive, and each had a secret goal as a win condition. It was sort of like Munchkin, except way overcomplicated and with secret, randomized win conditions instead of ‘reach level 10′ for everyone. I think the idea here was pretty decent, but the game balance destroyed the experience. The majority of test games were just not fun, players were generally far too powerful/weak and I wasn’t able to get it right. It was also way too obvious which ‘secret goal’ players had based on how they played the game. DudeX doesn’t want to spend any gold? He probably has the ‘collect 500 gold’ win condition. Also, it was possible for everyone to lose if the players wiped, and this happened too often.

The other card game I can remember making around that time was called Upgrade. When I saw the Experimental Gameplay Project theme for November (Upgrade), I wanted to reproduce that game as best I could. I no longer have the original game (index cards), but I still remember it pretty well. Back then, one of the constraints I was tied to from being a Magic fan is that different cards have to cost different amounts (roughly) based on their power level. I can remember deciding to make a game where each player just played one card per turn. Based on my previous efforts, I also knew that I wanted to make something much simpler than what I had been working on. I was already starting to learn that complexity was a killer. Upgrade was the result, and it was the first card game I made that I thought was actually halfway decent to play. I was really into Civilization and SimCity around that time, maybe there was some influence?

I’ve done my best to reproduce it here, you can download it in a PDF. Just click the image below. Print it out, cut up the cards. Shuffle up, and play. There’s a sheet of rules. It’s all pretty simple. If you want to be super fancy, you can print the game on nice card stock or something.

Download the PDF here or click the image below.

This is not exactly the same Upgrade I made way back when, but it’s not off by a lot. The rules are very close, and the action cards are probably at least 75% the same (in functionality, not in name). The original version didn’t have any artwork – my wife was kind enough to whip some images up for me to use on this version. We played a bunch of test games, and actually had fun – so maybe someone else out there will have fun with it too. I only really tested this with two players, but it should theoretically work ok with three or more.

I used index cards and the Magic Set Editor (with a modified Dvorak theme) to develop this game. I was planning on adding ‘flavor text’ to the products, but was busy with holiday stuff and never got around to it.

Feel free to send me ideas for cards, balance suggestions, etc. I had a lot of fun working on a non-video-game game for the EGP. The next time I’m at my parents’ house I’m going to search my old bedroom and hopefully find Upgrade in its initial form. If I manage to track it down, I’ll make a comparison post.

Thanks for reading!

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Four Games About Failure

November 1, 2011

Here are four games I’ve made recently about failure: Hero Test Chance of a Lifetime The Fifth Zombie Scary Game I don’t know why I’m so obsessed with these ideas of games where the player can’t succeed, but it’s pretty much the only concept I can think of anymore. I think it’s pretty clear that [...]

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Combat Chatter as AI Enhancer

October 31, 2011

Here’s one of my favorite little pieces of game AI wisdom from Jeff Orkin: There is no point in spending time and effort implementing squad behaviors if in the end the  coordination of the A.I. is not apparent to the player. The squad behavior layer gives us an opportunity to look at the current situation [...]

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Very Small Scary Game

October 29, 2011

Earlier this month, I was browsing Randi’s awesome game development competition calendar (linked here) and noticed one that looked like fun: Scary Four Digits 2011. The basic idea? Create a scary game in the month of October, in time for Halloween. I didn’t have much time to work on this one, but I had kind [...]

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The Fifth Zombie Conversational Postmortem

October 6, 2011

I always find the process of writing a postmortem to be useful, and I wanted to do one for The Fifth Zombie. My buddy Greg did all of the art for this project, and he’s never made a game before this one – so I thought this would be a good opportunity to do something a [...]

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The Fifth Zombie

October 1, 2011

Here’s a small game that I made with my buddy Greg called The Fifth Zombie. I had the idea for this story while brainstorming puzzles for Hero Test, and the Experimental Gameplay Project theme for this month (Story Game) seemed to fit it perfectly. It’s not super interactive, but I think the story idea is solid [...]

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Free Stanford ‘Intro to AI’ Class

August 9, 2011

Stanford University is going to be offering next semester’s Intro to Artificial Intelligence class online, for free! If you’ve ever wanted to learn about AI, now’s your chance. Personally I’m a huge fan of this initiative, and hopefully many other colleges offer similar programs moving forward. I’m hoping that I have enough time to follow along [...]

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