Title: Artificial Intelligence for Computer Games
1Artificial Intelligence for Computer Games
- 1. Introduction
- 2. AI in different game genres
2Introduction
- Artificial Intelligence and Computer Games
- AI for CG non-player characters, playing against
the computer - CG for AI ideal testbed for AI techniques,
synthetic environments for simulation - AI and CG for various applications HCI, ambient
intelligence, robotics
3Schedule
4Our teaching strategy
- Hands-on Theoretical
- In-depth Broad
5AI in different game genres
- Suggested reading J. E. Laird and M. van Lent.
Human-level AI's Killer Application Interactive
Computer Games. AAAI. 2000.
6Some game genres
7Some game genres
8Some game genres
9Some game genres
10Some game genres
11Some game genres
12Some game genres
13Some game genres
14AI entity roles
- Tactical enemy
- Partner
- Support character
- Strategic opponent
- Units / armies
- Commentator
15AI research problems
- - Interact with environment - Adapt to
environment - - Interact with humans - Adapt to human
player - - Interact with other entities -
Coordinate behaviour - - Navigation - Use tactics and
strategies - - Allocate resources - Understand game
flow - - Low computational overhead - Low
development overhead - - Human-like responses
- (reaction times, emotions)
16Relevant AI research areas
- - High-level perception - Common-sense reasoning
- - Natural language - Speech processing
- - Gesture processing - Planning
- - Cognitive Modeling - Plan recognition
- - Soft real-time response - Reactive behavior
- - Teamwork - Scheduling
- - Path planning - Spatial reasoning
- - Temporal reasoning - Opponent modeling
- - Learning - Knowledge acquisition
17In this course, a subset of...
- Action game
- Tactical enemy
- Partner
- Support character
- Strategic opponent
- Units / armies
- Commentator
18In this course, a subset of...
- Interact with environment - Adapt to
environment - Interact with humans -
Adapt to human player - Interact with other
entities - Coordinate behaviour -
Navigation - Use tactics and
strategies - Allocate resources -
Understand game flow - Low computational overhead
- Low development overhead - Human-like
responses (reaction times, emotions)
19In this course, a subset of...
- - High-level perception - Common-sense reasoning
- - Natural language - Speech processing
- - Gesture processing - Planning
- - Cognitive Modeling - Plan recognition
- - Soft real-time response - Reactive behavior
- - Teamwork - Scheduling
- - Path planning - Spatial reasoning
- - Temporal reasoning - Opponent modeling
- - Learning - Knowledge acquisition