Stealthier POSH Description
[Plot Update]
* "Shiny, barrels of goodness." Walking along the corridors, floating barrels appear out of thin air. Some are white, others are green but when I am getting close enough to touch, they disappear and I somehow feel ... better?!
White barrels seem to offer my body regenerative abilities when I am concentrating really, really hard. Green barrels seem to lighten my spirit; down in those damned tunnels.
...
I just found a way to get around those noisy laser traps. There are switching boxes in some of the rooms which sometimes disable the gates. This makes it easier for me to get around without creating too much noise.
[Plot ]
You wake up to the buzzing sound of electricity and the smell of damp old newspapers.
You are in a cellar without any clue why and how you are here.
Your vision fades away, again.
...
After a while you regain consciousness. All confused you get up and look around you. The only thing you somehow remember is that there was a glowing key and a liftshaft.
…
You hear the tearing of metal and the screeching of motors resonating to heavy footsteps.
You are determined to uncover why you are here and how to get home again.
[Current prototype stage (vs1.1)]
* New functionality has been added for interacting with laser gates.
* This version should now works reasonably well on tables, scaling the UI.
Inside the menu, under the Info description, there is now the option to display the AI reasoning process (debug toggle).
Once I am finished with my current research work, work will resume on a new level and adjustments on the current one.
Feedback regarding the level difficulty even at this stage is highly appreciated. Wishes and suggestions in which direction to move from here are also welcome! Just drop me a message.
[Previous prototype stage (vs1.0)]
The version of this game is in an early state, barely containing anything reflecting the final content. It is playable and optimized for smartphones.
[Awards Received]
The game won the CIS Mobile App Competition in 2014 (http://cis-mobileapp.deib.polimi.it/) based on the included computational intelligence techniques, more on the techniques further down in the tech section. The competition is hosted by the IEEE Computational Intelligence Society (http://cis.ieee.org/).
[TECH STUFF]
The current version contains assets based on the Unity stealth demo (http://unity3d.com/learn/tutorials/projects/stealth) to illustrate the idea and create a first prototype.
This prototype employs a cognitive architecture developed to control the game's NPCs and it is using an reactive planner (POSH-sharp) for controlling them. A later version will allow the simple alteration of the NPC's behaviour. All agents are driven by a motivational model offering non-deterministic behaviour (basically its more flexible and less predictive).
* "Shiny, barrels of goodness." Walking along the corridors, floating barrels appear out of thin air. Some are white, others are green but when I am getting close enough to touch, they disappear and I somehow feel ... better?!
White barrels seem to offer my body regenerative abilities when I am concentrating really, really hard. Green barrels seem to lighten my spirit; down in those damned tunnels.
...
I just found a way to get around those noisy laser traps. There are switching boxes in some of the rooms which sometimes disable the gates. This makes it easier for me to get around without creating too much noise.
[Plot ]
You wake up to the buzzing sound of electricity and the smell of damp old newspapers.
You are in a cellar without any clue why and how you are here.
Your vision fades away, again.
...
After a while you regain consciousness. All confused you get up and look around you. The only thing you somehow remember is that there was a glowing key and a liftshaft.
…
You hear the tearing of metal and the screeching of motors resonating to heavy footsteps.
You are determined to uncover why you are here and how to get home again.
[Current prototype stage (vs1.1)]
* New functionality has been added for interacting with laser gates.
* This version should now works reasonably well on tables, scaling the UI.
Inside the menu, under the Info description, there is now the option to display the AI reasoning process (debug toggle).
Once I am finished with my current research work, work will resume on a new level and adjustments on the current one.
Feedback regarding the level difficulty even at this stage is highly appreciated. Wishes and suggestions in which direction to move from here are also welcome! Just drop me a message.
[Previous prototype stage (vs1.0)]
The version of this game is in an early state, barely containing anything reflecting the final content. It is playable and optimized for smartphones.
[Awards Received]
The game won the CIS Mobile App Competition in 2014 (http://cis-mobileapp.deib.polimi.it/) based on the included computational intelligence techniques, more on the techniques further down in the tech section. The competition is hosted by the IEEE Computational Intelligence Society (http://cis.ieee.org/).
[TECH STUFF]
The current version contains assets based on the Unity stealth demo (http://unity3d.com/learn/tutorials/projects/stealth) to illustrate the idea and create a first prototype.
This prototype employs a cognitive architecture developed to control the game's NPCs and it is using an reactive planner (POSH-sharp) for controlling them. A later version will allow the simple alteration of the NPC's behaviour. All agents are driven by a motivational model offering non-deterministic behaviour (basically its more flexible and less predictive).
Open up