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Artificial Intelligence for Computer Games

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Commentator. AI research problems - Interact with environment - Adapt to environment ... Commentator. In this course, a subset of... - Interact with environment ... – PowerPoint PPT presentation

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Title: Artificial Intelligence for Computer Games


1
Artificial Intelligence for Computer Games
  • 1. Introduction
  • 2. AI in different game genres

2
Introduction
  • 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

3
Schedule
4
Our teaching strategy
  • Hands-on Theoretical
  • In-depth Broad

5
AI in different game genres
  • Suggested reading J. E. Laird and M. van Lent.
    Human-level AI's Killer Application Interactive
    Computer Games. AAAI. 2000.

6
Some game genres
  • Board games

7
Some game genres
  • Action games

8
Some game genres
  • Role playing games

9
Some game genres
  • Adventure games

10
Some game genres
  • Strategy games

11
Some game genres
  • God games

12
Some game genres
  • Team sports games

13
Some game genres
  • Individual sports games

14
AI entity roles
  • Tactical enemy
  • Partner
  • Support character
  • Strategic opponent
  • Units / armies
  • Commentator

15
AI 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)

16
Relevant 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

17
In this course, a subset of...
  • Action game
  • Tactical enemy
  • Partner
  • Support character
  • Strategic opponent
  • Units / armies
  • Commentator

18
In 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)
19
In 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
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