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					Wall Building for RTS
Games
      Patrick Schmid
Age of Empires
Age of Empires
Stronghold
Walls

•   Walls
•   Barbed wire
•   Fences
•   Sandbags
•   Force fields
Intelligent Wall Placement

•   Locations to protect
•   Use natural barriers
•   Wall cost
•   Distance from a given location
•   Size of protected area
Possible Solutions

• Build rectangular wall
• Add walls to level via map editor
• Wall-building algorithm
Problem Definition

• Protect a given location by blocking the
  movement of enemy units
• Implies:
  – Block all access routes
  – No breaks
Preliminaries

• Restricted to tile-based maps
• Obstruction footprints confined to tiles
• Wall segment
   – Passive defensive structure
   – Blocks unit movement over a single tile
• Two wall segments are adjacent when they
  touch along the edges (not diagonals)
• Four adjacent wall segments (neighbors) for
  each free standing wall segment
• Each wall segment of a wall has two neighbors
Definitions

A wall is a set of wall segments connected
together in such a way that
  – Every wall segments has exactly two unique
    neighbors ( wall segments linked in circular
    fashion)
  – At least one interior tile (tile inside the walled-
    off area)
  – All interior tiles (interior area) are connected
    through edges (not diagonally).
Examples
Acceptance Criteria

• Minimum / maximum distance from
  location to protect
• Minimum / maximum number of interior
  tiles
• Maximum number of wall segments (cost
  of building wall)
Definition of Problem

On a given tile map, build a
wall that fits the definition,
protects the given location,
and meets the given
acceptance criteria.
Wall-building algorithm

• Starting location (given) that needs to be
  protected
• Apply an initial wall around this location
• Move wall outwards greedily: remove an existing
  wall segment and place it in a different location,
  so that
  – Net gain of exactly one interior tile
  – Resulting wall still meets the wall definition
• Some moves might require addition of extra wall
  segments
• Stop when acceptance criteria are met
Possible wall segments
Possible moves
Does this work?

• Every group allows 17 possible moves
  = 68 possible moves
• Common patterns can be used to reduce
  number of cases
• Natural barriers act similarly to wall
  segments
• Natural barriers will greatly increase the
  number of possible moves
 Large number of moves
Is there a better way?

• Instead of expanding wall, expand interior
  area
• Once expansion is done, generate wall
  around interior area
Definitions

• Node = representation of the smallest
  area, e.g. a tile or a waypoint, that can be
  obstructed by the placement of game
  objects
• Graph with every edge connecting two
  nodes
• Edge defines path units can take
• Nodes sharing same edge are called
  adjacent
Definitions (cont.)

• A node can have any number of adjacent
  nodes
• A wall segment that is part of a wall still
  only has two neighbors
• Interior tile  interior node
• Interior area  set of interior nodes
• Starting location  starting node
• Move  process of adding new nodes to
  the interior area
New wall-building algorithm

• Start with starting node
• Expand interior area by adding one node
  per step
• Select the node to add using a greedy
  methodology ( heuristic function)
• Stop when acceptance criteria are met
Data structures

• Closed list
  – Nodes in the interior area
• Open list
  – Nodes bordering the interior area
  – Ranked by heuristic function
  – After node was moved to closed list, add new
    neighboring nodes
Traversal Function

• Get all successor nodes for a particular
  node
• Power to block individual node to prevent
  the interior area from spreading into
  undesirable areas
• Frequently used by heuristic function to
  get list of successor nodes for cost
  calculation
Heuristic Function

             0         d (n)  minimum distance
f (n) 
       c *w(n)  d (n) d (n)  minimum distance
 f(n) is cost function representing the cost of adding
    node n to interior area
 c is a constant larger than the maximum possible
    distance from the starting node
 w(n) is the cost of walling off node n
 d(n) is the distance from node n to the starting
    node
w(n)

             0         d (n)  minimum distance
f (n) 
       c *w(n)  d (n) d (n)  minimum distance
• Number of wall segments needed to keep the new node
  walled off from the outside area
• Only w(n) generates asymmetric walls stretching in only
  one direction
   – Why?
   – List of successor nodes tends to be arranged in a certain order.
   – Beginning of list gets preference over nodes with same cost
     further down the list
   – Leads to expansion in general direction of successor node at the
     top of the list
d(n)

             0         d (n)  minimum distance
f (n) 
       c *w(n)  d (n) d (n)  minimum distance
• Add distance from starting node
• Maximize the minimum wall distance from the
  starting node for same wall cost  good for
  defensive purposes
• Distance-related part has to be less significant
  than portion related to walling-off
• Achieve this by multiplying cost of walling off
  with the maximum distance (c)
Minimum distance

             0         d (n)  minimum distance
f (n) 
       c *w(n)  d (n) d (n)  minimum distance
• Gives priority (0) to the nodes closer than the
  required minimum distance
• Need to adjust acceptance function to require
  that all nodes have reached minimum distance
• Used to protected important location, e.g.
  building, from enemy fire
What about natural barriers?

• Traversal has to ignore natural barriers
• Heuristic function needs to treat barriers
  as free wall segments and ignore them in
  the calculation of w(n)
• Efficient implementation: Change node
  traversal to ignore barriers
Map Edges?

• Inaccessible, maybe even permanent fog
  of war
  – Requires impassable terrain around them
  – Treated as natural barriers
• Embraced as part of game play
  – Traversal cannot find nodes past the map
    edges
  – Heuristic function has no cost for those nodes
  – Area past the edges treated as invisible
    natural barrier
Maximum Distance?

• Do not let open nodes at maximum distance
  become interior nodes
• Undermines functionality of open list!
• Introduce maximum distance list
  –   Holds nodes located at max distance
  –   Before adding a node to open list, check its distance
  –   If equal to max distance, add it to max distance list
  –   Upon completion, merge open and max distance list
      to get final solution
• Used to place wall within manageable distance,
  or ensure protective cover of tower fire
Doors and Gates?

• A wall without doors and gates is not that useful!
• Simply place gates at evenly spaced locations in
  the wall
  – Dumb solution
  – Might place a gate right in front of a natural barrier
  – Might not get us to all interesting locations
• Smart solution: Create paths from starting
  location to interesting outside locations. Where
  path and wall intersect, place a gate.
Diagonal Walls?

• Walls might be connectable diagonally
• Cost function needs to ignore cost of
  walling off a diagonal direction
• Diagonal successor nodes may not be
  added to open list
Demonstration
Actual Games

Author of chapter (Mario Grimani) worked on
  –   Age of Empires II: The Age of Kings
  –   Age of Empires II: The Conquerors
  –   Age of Mythology
  –   Sovereign
  –   Everquest II
Reference

• Mario Grimani – “Wall Building for RTS
  Games”. AI Game Programming Wisdom
  2

				
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posted:3/29/2013
language:English
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