CMPS146 Project Proposal

Created by Mike Treanor

Overview:
Add some simple animations to the tag game and make some AI controllers that take account of which animation is currently playing and which animations could be used next. Also, add two jointed arms to the characters (controlled using Inverse kinematics) that are used to tag opponents.

Who is on the Team:
Just me, Mike Treanor


Deliverables:
- Use of canned animations -
Replace the circle moving around with an animated graphic. Use canned animation for things like running into obstacles, or being tagged.

- Inverse Kinematics -
Use the integration of canned animation with some simple inverse kinematics (closed form solution) to fix things up if the canned animations sometimes didn't make things end up where you'd like. For example, if a tag animation didn't end up with the hand actually touching the character that was being tagged. Or if the hand ended up inside another character.

- AI/Animation Integration -
Imposing artificial limits on the availability of some animations to simulate conditions you might experience as an AI programmer working on a console. And then, at the very least, having the AI system anticipate the canned animations it was going to need to be available. Beyond that I will make the AI system gracefully work around the occasional non-availability of a particular animation.


Milestones:
- List of animations to use and have the animations created - 5/15 [Link]
- Integration of canned animations into the program - 5/22 [Link]
- AI/Animation Integration - 6/05 [Link]
- Inverse Kinematics - 6/6 [Link]

[Final Submission]


Notes:
I am willing to contribute my source code to the ai4games open source project.

I wanted to try and use 3D models for the characters, but I imagine I would spend most of my time getting that to work and recieve bad marks for not meeting my milestones, so I am sticking with 2D animations.