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Unreal Tournament stuff
Research

This stuff was complicated enough to fill 200+ pages of thesis, so apologies in advance for any areas that are a bit unclear in my condensed version here.

My PhD was based around the idea of embodied autonomous agents commentating on the events taking place in a virtual world. The idea behind this was a blend of two separate aims; allowing users to keep in touch with an environment they are interested in even when they are unable to participate (these users are called Viewers), while at the same time allowing the Participants in the environment to know when they're being watched. A balance between the rights of the Viewer and the rights of the Participant.

In simpler terms, I wanted to have a bunch of little AI guys milling about and watching a game while it is in progress.

I used Unreal Tournament for my prototype system, running the Gamebots modification in order to allow external processes (i.e. the agents themselves, running in Poplog and implemented using the SIM_AGENT toolkit) to connect to the game. Eventually I ended up with the idea of a "Studio" system for commentary, with different agents fulfilling different roles, such as:

You can check out a poster explaining these roles in more detail here (pretty big JPG image).

In order to support the idea of (mostly) impartial observers in a game of Unreal Tournament, I had to make a number of changes to the basic Capture the Flag game rules; namely, adding support for a third team (green) for the reporters to use, restricting the ability of members of that team to use weapons, collect flags, score points, and so on.

I also made a few other miscellaneous changes, such as allowing the game server to provide the pathnode network to agents on connection in order to allow them to use their own custom navigation algorithms, instead of relying on querying the server for a navigation path each time they wanted to move from one point to another; and implementing a proximity-based text chat system on top of the game's default text chat, thus requiring Reporters to be close to a Player in order to "overhear" communications, although this ended up being unused.

And when all the testing was over, I found it pretty amusing to hear people say that they used Reporters as a source of cover.

Miscellaneous UT Stuff

I've bodged together a fair bit of random stuff for Unreal Tournament in my free time, but a lot of it would be rather dubious to put up here - voicepacks inspired by such diverse subjects as Arnie, Kung-Fu Master (I'm not kidding) and Baldur's Gate; and a few assorted weapons that are mainly tweaks and/or rewrites using other people's stuff as a starting point.

So saying, here's a couple of things that I feel I can reasonably safely show off:

Miscellaneous UT2004 Stuff

I've also made a couple of fairly small mutators for Unreal Tournament 2004: