Title: AI and GAMES
1AI and GAMES
CSC 8520, Villanova University Spring, 2004 Paula
Matuszek Robin McEntire
2Some games to explore
- Yahoo AI Games directory. Mostly chatbots 20
questions is good. - Yahoo Artificial Life . I like Insaniquarium.
- Chinook. The world man-machine champion checkers
player. - A Mastermind variant.
- Othello (Reversi). One of the classic neural net
testbeds. - Battleship (Armada).
- The entire Yahoo web games directory can be fun
to explore. Which of these seem to have an AI
component?
3GAMES and AI
- Most of these games are using AI. Here are some
discussion points - Agents which of these games have autonomous
agents? Whats the PEAS description? - What AI techniques are being used?
- A search (eg, for path finding)
- Alpha-Beta search (eg, for choosing a move)
- Knowledge representation
- Natural language processing
- Artificial life and flocking/swarming
- Reasoning
- Learning
4Insaniquarium
- Agents with PEAS?
- Performance measure
- Environment
- Actuators
- Sensors
- Search?
- Knowledge Representation?
- Natural Language processing?
- Logic and inference?
- Other?
5Chinook
- Agents with PEAS?
- Performance measure
- Environment
- Actuators
- Sensors
- Search?
- Knowledge Representation?
- Natural Language processing?
- Logic and inference?
- Other?
6Battleship
- Agents with PEAS?
- Performance measure
- Environment
- Actuators
- Sensors
- Search?
- Knowledge Representation?
- Natural Language processing?
- Logic and inference?
- Other?
7Mastermind
- Agents with PEAS?
- Performance measure
- Environment
- Actuators
- Sensors
- Search?
- Knowledge Representation?
- Natural Language processing?
- Logic and inference?
- Other?
8Role Playing Games Non-Player Characters
(Helpers, Opponents)
- Agents with PEAS?
- Performance measure
- Environment
- Actuators
- Sensors
- Search?
- Knowledge Representation?
- Natural Language processing?
- Logic and inference?
- Other?
9Summary
- Even very basic AI can contribute to games in a
variety of ways. - Most important single AI technique for gaming?
Probably A. - AI can provide opponents, partners, support
characters, story directors, commentators. - AI and artificial life are fun. ALife doesnt
have to be Turing-test level of intelligence for
good gaming.
10From a GAME perspective
- There are two fields that are relevant here
- AI
- AI has techniques to contribute to games.
- Games are a fertile field for AI research.
- Games
- Gaming has enormous market importance.
- Games are growing increasingly sophisticated in
all dimensions - A game has to be fun use whatever AI techniques
aid that.
11Game Design, Game AI
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
12Background Game Genres
- Racing other cars
- Action enemies, allies
- Real Time Strategy (RTS) units, commanders (for
both sides) - Role Playing Games (RPG) monsters, party
members, Non Player Characters - Sports players, coaches, commentators
- Shooter targets, more targets
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
13Obvious Examples of AI
- Car Game write a virtual driver
- Shooter write a virtual player
- Sports Games write a virtual coach
- RTS write a virtual general
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
14Mini Case Study Racing Game History
- No AI cars, only real players are drivers
- AI cars which follow scripted path
- Follow path, adjust speed
- Feedback system to follow path
- Rubber band near player
- Attempt to have driver personality
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
15Somewhat Real Examples
- Car Game write AI to keep races close
- Shooter enemies die lots, win little
- Sports commentators, help player
- RTS generals who work on pacing
- It is A Question of Design Purpose
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
16Game Development
- What is the goal for Player Experience?
- How is the AI going to further that goal?
- Role of the designer
- Role of the programmer
- How design evolves
- Constraints
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
17Roles of a Game AI
- Tool for the designer
- Foil for the player, creates opportunity
- Dynamic challenge
- Events Emulation v. Simulation
- Assists in Driving the action
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
18Shipping Games vs. Test Code
- Hard constraint on CPU usage
- Reproducibility is vital, for test and design
- Must be fun, not correct
- Must succeed, finish, do something, always
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
19Mini Case Study
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
20Design Goals
- Player is going to be a Thief
- i.e. Sneak Around, Ambush, Hide, Steal
- AI must allow players to make plans
- And react to player actions, provide challenge
- Game will feature a loose overall story
- Ability to script/override behavior
- In-game actions fed back out to story control
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
21Watch-able by the player
- Has to go about its business with intent
- Actions must make sense to player
- interestingly predictable
- present play opportunities for player
- Overemphasize thoughts
- Telegraph all actions
- Goals must be very explicit
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
22Implementation
- Model senses, detection, awareness
- Simple event based reaction scripts
- Tagging of world objects which notify AI
- Patrol paths, dynamic go-to-object
- Rule based match database for speech
- Heavily designer driven, toolset approach
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
23Requirements
- Focus on the Player Experience
- Allow player to understand AI actions
- Needs to achieve design aim (and fun)
- Configurable, Override-able, Testable
- Satisfies data and speed constraints
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
24Themes
- Player Player Player Player Player Player
- How can AI enhance player experience
- AI is facilitator of the fun
- Enable creative expression for player
- Allow player to impact the world
- Put player in interesting situations
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt