Repozytorium PJATK

Difficulty in game, concerning Boss AI real-time learning

Repozytorium Centrum Otwartej Nauki

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dc.contributor.author Zinevych, Pavlo
dc.contributor.author Romanchuk, Mykhailo
dc.date.accessioned 2023-02-24T10:37:36Z
dc.date.available 2023-02-24T10:37:36Z
dc.date.issued 2023-02-24
dc.identifier.issn 2022/I/EPG/12
dc.identifier.uri https://repin.pjwstk.edu.pl/xmlui/handle/186319/2557
dc.description.abstract Throughout the whole process of diploma project creation, the following things were achieved: 1. The authors created the game from scratch using the Unity engine. The game creation process consisted of mechanics and systems implementation, 3D models and effects design and creation, as well as balancing and testing. Concerning the implementation, the authors developed a moderate skill of using the C# programming language, as well as not only usage and adjustment of the popular programming techniques and design patterns but also the design of the architecture of the project. In addition to the programming tasks and workflow management, the authors also grasped the knowledge of 3D modelling in Blender as well as the advanced tricks and approaches to creating the props and characters for 3D games. The game itself experienced a road through several stages: from the Game Design Document, where the initial ideas and thoughts were described, until the final stage, which could be called the release of the demo. 2. The system for the creation of boss AI was implemented. Using the Markov Decision Process, the complex AI of the player characters opponent was developed. This approach to creating the AI which uses real-time learning made the encounters with the boss more interesting, as the opponent decides what should it do concerning the player who plays the game at the moment. However, this behaviour and decision making was created and then adjusted in such a way, so that players did not notice that the boss learns from them and tries to catch them with every attack sequence. 3. Although there is only one location and the game is short, it could be considered difficult, but not extremely frustrating and unfair. Here, the authors were trying to find the balance between different aspects of difficulty, and what could be done to create this feeling from the player. 4. last but not least, was the gain of experience. The authors acquired tons of valuable knowledge and experience throughout the whole process of the development of the project. Despite using the trial-and-error approach, those errors allowed to complete the game the way it is and provided them with the ability to perform better in the new ones. From the author’s point of view the following things could be changed and improved during future development: • Add more content Right now, the game consists only of one location and several types of enemies. In case of future development, the first thing to consider would be the addition of more locations with an interesting level design and enemies, that will provide challenges to any kind of player. Moreover, these locations should be based on some narrative and lore. pl_PL
dc.language.iso en pl_PL
dc.relation.ispartofseries ;Nr 6586
dc.subject Informatyka pl_PL
dc.subject multimedia pl_PL
dc.subject Programowanie gier pl_PL
dc.title Difficulty in game, concerning Boss AI real-time learning pl_PL
dc.type Thesis pl_PL


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