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Introduction
Movement
Sensory simulation
Terrain analysis

To address
today’s AI challenges, and to enable
the creation of entirely new game
worlds, AIseek developed the Intia
processor. The Intia processor is
the world’s first AI acceleration
chip. The Intia processor is
accompanied by a software
development kit (SDK) for game
developers. Using the SDK, studios
can empower their AI modules and
games with accelerated AI. The Intia
processor’s accelerated AI
functionality includes movement,
sensory simulation and terrain
analysis.


The Intia processor features
pathfinding functionality that is
both optimal and extremely fast.
Unlike today’s software-based
approaches (e.g., A*), the Intia’s
pathfinding uses no heuristics,
thereby guaranteeing that the
optimal path will always be found.
This optimality also means that the
Intia processor avoids the common
pitfalls of A*, including failures
to find a path when one exists, and
the generation of “artifacts” (e.g.,
weird, unrealistic paths). If a path
exists, the Intia processor will
always find it
The Intia’s pathfinding is not only
optimal, it is also extremely fast.
Processing time for each 100 nodes
of path depth is only 10?s, making
the Intia processor about 100-200
times faster than A*. Most
importantly, this very significant
speed increase gives the Intia™
processor the adaptability to
support large, dynamically changing
maps. Unlike traditional approaches,
which use relatively static,
pre-processed maps, the Intia
processor supports maps that change
continuously, with no pre-processing
required. By removing this
limitation, the Intia processor
enables the creation of new game
worlds that are based on large,
rapidly changing environments.
The optimality of the Intia
processor’s pathfinding includes
excellent support for tactical
considerations. Thus, in finding the
required path, the pathfinding
algorithm can take full account of
any tactical information, such as
the need to find a path that passes
through certain locations (e.g.,
hiding points, enemy positions).
To facilitate the integration of the
Intia processor with existing studio
AI modules, all common game graph
formats are supported. These formats
including grids, navigation meshes
and waypoint graphs.


The sensory
simulation capability of the Intia
processor features fast, highly
accurate line-of-sight
functionality. Unlike current
methods, the Intia processor does
not rely on simple point or box
approximations for the bodies
viewed. Instead, the actual visible
area is computed. Again, as in the
case of pathfinding, this increased
accuracy eliminates “artifacts”
(e.g. seeing through walls, failures
to see an object that should be
seen, etc.).
In terms of speed, the line-of-sight
checks are several orders of
magnitude faster than current
methods: 512 agents can be checked
against 512 agents in 0.02s. Once
again, by leveraging this immense
speed, very dynamic maps are
naturally supported.
Alongside the speed and accuracy of
its line-of-sight checks, the Intia
processor makes available a
sophisticated vision model. Under
this model, the probability of
detection depends on the size and
characteristics of the area actually
visible. Thus, as in the real world,
small objects or objects that are
farther away have a smaller
probability of being detected. On
the other hand, bright or
fast-moving objects have a higher
probability of being seen. Excellent
support for hiding and camouflage is
also included.


One area of AI
that is particularly underexploited
is terrain analysis. In today’s
games terrain analysis is usually
performed statically during the game
design process; strategically
important locations are identified
once for the benefit of NPCs and
remain fixed throughout the game.
However, the advent of dynamically
changing maps calls for a leap in
terrain analysis speed and
sophistication. The Intia processor
answers this challenge with advanced
terrain analysis capabilities that
can be run in real-time to enable
truly adaptive decision making.
To support such strategic planning
at both character and game-wide
levels, the following built-in
topology analysis functions are
provided:
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T-connectivity:
the area consisting of all
points that can be reached at a
given cost T.
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Critical Points:
strategic locations, sometimes
called “choke points”, that form
the bottleneck for getting in or
out of an area.
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Controlling
Regions: areas that permit
strategic domination of the
terrain. |
Moreover, via the SDK
provided, the terrain analysis
abilities can be easily extended to
encompass custom functionality
(e.g., wall building, ambush points
etc.). In particular, tactical
information may be overlayed
procedurally on the game map.

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