Monday, October 27, 2008

Dodging The Question

There's a class of questions that have no good answers to them. For example:

Have you stopped beating your wife?

The question presupposes something that is hopefully false, and giving either a yes or no answer implies the question is legitimate. The solution is to provide an answer that challenges the premise. In other words:

I never started.

First person shooter games like Quake 3 are really games of questions and answers. Every shot you take at an opponent asks the question, "How will you survive this hit?" And your opponent would prefer to respond, "You aren't going to hit me". Of course, he doesn't have much say for an instant hit bullet weapon like a machine gun or shotgun. Either you hit him or you don't. But these weapons are balanced to do less damage. For projectile weapons like a rocket launcher, it takes the missile some time to reach them, and they might move out of the way by the time it gets there. In return, they deal a lot of damage if the opponent fails at dodging. Whenever you shoot a rocket at an opponent, you are giving them the opportunity to make a mistake by not moving out of the way.

Tactically it seems like a poor choice to give your opponent the opportunity to not to take damage. All other things being equal, you'd rather they didn't have a say in the matter. Why ask a question ("Do you want to take 100 damage?") when you can make a statement ("Here, take 50 damage!")? But missile weapons provide a tactical advantage. They make large sections of the map dangerous, denying the opponent safe access to whatever items and safe cover locations are in that place. As a result, missile weapons give you control over where your opponent might go next.

I believe that no good player should take damage from the grenade launcher or plasma gun. These weapons exist solely for the purpose of controlling where your opponent can run. In particular, the plasma gun stream is so fast, constant, and deadly that it can literally herd the opponent into a position where another weapon can finish them off. If they don't want to be herded there, they are free to take 200 damage per second from the plasma shots. Missile weapons are more about controlling position than actually damaging the opponent.

Of course, none of that matters if the target can't dodge the incoming projectiles in the first place. The original Quake 3 bots were notoriously bad at this, obliviously walking directly into a path of fire. So I made sure to give BrainWorks bots a very effective missile dodging system. Just watching a BrainWorks bot play, you can shoot a straight stream of missiles at them and watch them sidestep out of the way. It's such a simple, obvious thing for a human that it might not even seem that special.

For the bot, it's not that simple. The bot needs to analyze the trajectory of all incoming missiles for possible impact and the bot needs to compute a safe direction to dodge from that. Sometimes there will be no safe areas, but some areas will be safer than others. And the final dodge direction needs to take into account the bot's intended final destination. If the bot only moves to the safest possible location, the attacker will simply herd the bot to a place that's even more dangerous. The bots selection of where to dodge also needs to eventually get them towards their goal location, albiet at a slower, safer pace.

Those are the requirements for the dodging system, and they are all challenging. Next post I'll explain in detail how BrainWorks solves this problem.

2 comments:

Dave Mark said...

I love you, Ted.

Ted Vessenes said...

Well counting my mom and my wife, that makes three! Now if only I could get my mother to read about how to design Artificial Intelligence...