Pathfinding in Dynamically Changing Stealth Games with Distractions
نویسنده
چکیده
Stealth games are genre of games that require the player to sneak past guards to reach a goal location. Designing a level for a stealth game is difficult, however, as the stealth paths in a level depend on a complex interplay of the physical space, the movements of enemies, and other factors. One such factor that makes the creation of good levels much more complicated, but also makes the levels much more interesting is distractions. They are player actions that change the movements of the enemies. By having dynamically changing guard movements, the realm of possible solutions increases greatly. The search space is thus also much larger, and hence finding good solutions becomes that much harder. Here, we create our own version of a probabilistic search algorithm to analyze a level and find stealth paths in the presence of distractions. This is done in a way that naturally allows variation in level design and enemy movements, while also allowing for a large variation in types and numbers of distractions that are present in the level for the player to use. We then introduce a series of optimizations that dramatically increase the success rate of the search while greatly decreasing its runtime, and create a compositional form of the search to solve larger, more complicated levels that are similar to real game levels. This design is integrated into the Unity 3D game development framework, which allows the creation and exploration of different levels, and exploration of how all of these factors including the placement and types of distractions affect the potential for stealth movement by players. We also model some levels from existing games to show the applicability of this design.
منابع مشابه
Analyzing Stealth Games with Distractions
The ability to distract opponents is a key mechanic in many stealth games. Existing search-based approaches to stealth analysis, however, focus entirely on solving the non-detection problem, for which they rely on static, ahead-of-time models of guard movements that do not depend on player interaction. In this work we extend and optimize an approach based on heuristic search of stealth games to...
متن کاملUsing Medial Skeleton for Path Finding in Dynamic Stealth Games
Desirable difficulty in a game level is achieved by varying geometry of arena or placement of guards/obstacles inside it. Designing such levels requires a rigorous Design-Test cycle, for which the testing can be automated using Pathfinding algorithms. In this thesis, we propose an algorithm for roadmap generation for a player using a modified Medial skeleton of a 3D representation (2D spatial &...
متن کاملStealth Assessment of Problem-Solving Skills from Gameplay
Stealth assessment represents a promising way to address the needs of validly measuring and supporting important 21st century competencies (e.g., creativity, problem solving) within interactive digital environments (e.g., video games). The assessment is woven into the environment such that it becomes invisible to students, which is conducive to eliciting targeted competencies (Shute, 2011). Ste...
متن کاملPathfinding in Computer Games
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer games is agent movement. Pathfinding strategies are usually employed as the core of any AI movement system. This report will highlight pathfinding algorithms used presently in games and their shortcomings especially when dealing with real-time pathfinding. With the advances being made in other com...
متن کاملCreating Stealth Game Interventions for Attitude and Behavior Change: An "Embedded Design" Model
Persuasive games tackling serious issues in a literal, explicit fashion are far less likely to succeed in changing attitudes or behaviors than are games that take the more “stealthy” approach of embedding persuasive messages within a game’s content or context. The “Embedded Design” model, which we introduce here, offers novel, evidence-based strategies for including persuasive content in a game...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2016