Game Engine and AI
Assignment 1 – AIGT Racing Royale
Total Assessment = 15% (30 points)
This assignment is worth 15% (max cap) of the final grade. All submissions must be completed by Monday, 22 April 2024.
Behaviour Design = 5% (10 points)
The complexity and sophistication of the AI behaviour to interact with the other competitor AIs and the environment.
Level Design = 5% (10 points)
The creativity in designing the challenges of the game level for AI racing and the effort in integrating multiple components.
Tournament Bonus = 2% (4 points)
The level of success of your AI agent at competing with the
other agents in different game levels.
Marking Criteria:
Requirements
Movement Mechanics
Adaptivity
Challenges
Prizes
AIGT Supreme Winner – The tournament winner(s) will be individually rewarded $20 Steam gift card. Abysmal (0)
Subpar (1)
Mediocre (2)
Commenda- ble
(3)
Superb (4)
Epic (5)
Behaviour Design
Terrain Navigation
Void
Standard approach
Slight heuristic tweak
Commendable heuristic
Novel heuristic
Extremely novel heuristic
Sophistication
Void
Minimal illustration of intelligent behaviour
Acceptable level of intelligent behaviour
Good level of intelligent behaviour
Very high level of intelligent behaviour
Intricate behaviour with sophisticated actions/reactions
Void
Typical mechanics
Average mechanics
Good mechanics
Superb mechanics
Epically designed mechanics
Void
Minimal demonstration of adaptation
Somewhat adaptive to different conditions
Reasonably adaptive to different conditions
Highly adaptive to different conditions
Extremely adaptive to different conditions
Creativity
Void
Minimal illustration
Acceptable effort
Good effort
Great effort
Masterpiece!
Void
Rather easy
Some level of challenge
Good level of challenge
Very challenging
Extremely challenging but possible to win
Tournament Performance
Champion (# winning)
Void
4th overall
3rd overall
2nd overall
1st overall
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Rules (version 1.0 – subject to minor changes):
Golden Rules
If it feels like cheating, it probably is
A. General Agreement
A1. No instantiation
A2. No “Destroy” function or any form of destruction
A3. No direct manipulation of transforms (position, rotation, and scaling)
A4. No projectile (no shooting)
A5. No flying/hovering
A6. Melee is allowed
A7. Traps are acceptable
A8. No CPU-intensive operation critically affects the performance of the
simulation. Generally, the framerate during the simulation of your agent navigating in your own level must average > 100 fps
A9. All measurements are based on Unity default metrics
A10. Must not use Unity’s NavMesh nor Asset Store A* algorithm
A11. Over 50% of your starting mass must reach the finish line to complete the race.
B. Behaviour Design
B1. All movements are done through rigidbody
B2. All movements must be driven by setting velocity or force and not
position
B3. Max linear velocity is 10 units
B4. Max angular velocity is 7 units (by default)
B5. Max force is 10 units
B6. Max torque is 10 units
B7. Max # raycast (line): 5; if using NonAlloc variants: 10
B8. No casting of sphere or capsule.
C. Character Design
C1. Character dimension: w/d/h = 1-1.5 unit
C2. Total mass = 50 units
C3. Can use wheels, legs etc., for ground movement
C4. Max # joints = 5
C5. Shape-changing is allowed
C6. Must have colliders and rigid bodies
C7. The root Gameobject of your character must be tagged “agent”
C8. Max # colliders = 7; primitives only, no mesh colliders
C9. Max particle system: 2
C10. The only collision detection mode allowed is Discrete
D. Level Design
D1. Terrain dimension: w/d/h = 128/128/32
D2. Heightmap Resolution (Texture): 513, 513
D3. Additional obstacles must be tagged “obstacle”
D4. The goal must be implemented as a trigger and tagged “goal”
D5. Implement fair randomised spawn points for 10+ racers (starting
point)