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Artificial Intelligence in Computer Games

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Title: Artificial Intelligence in Computer Games


1
Artificial Intelligence in Computer Games
  • Knut Vidar Siem
  • City University of New York, College of Staten
    Island
  • Department of Computer Science
  • for
  • Seminar in Computer Science (CSC490-6220)
  • Spring 2006

2
Covered Topics
  • AI techniques used in games
  • Some game genres and how they use AI
  • Quick case study Quake III Arena
  • AI research and game developing
  • Effects of AI in games
  • (AI for education and tutoring)

3
AI in a Computer Game Setting
  • The look and feel of the AI is far more
    important than its inner workings
  • The player is supposed to win
  • The overall goal is to create a fun and
    entertaining game
  • With this in mind (commercial) game developers
    can include AI in their games

4
AI Techniques in Computer Games
  • Finite state machines (FSM)
  • Artificial neural networks (ANN)
  • Fuzzy logic
  • Expert systems
  • Genetic algorithms

5
Finite State Machine
  • A finite state machine is a model of behavior
    that can be organized in states
  • Strengths
  • As complex as the desiredcomplexity of the
    subjectbeing modeled
  • Weaknesses
  • Not very accurate formodeling human behavior

6
Artificial Neural Network
  • Models a network of biological neurons
  • Each node has input and output
  • Strengths
  • Generalization
  • Human-like solutions
  • Weaknesses
  • Training takes time

7
Fuzzy Logic
  • Derived from fuzzy settheory
  • Elements have membershipvalues in the interval
    0, 1
  • Introduces the possibilityof imprecision

8
Expert System
  • Components
  • Knowledge base
  • Set of production rules
  • Inference engine for reasoning over the knowledge
  • Strengths
  • Can solve problems requiring expert knowledge
  • Weaknesses
  • Narrow domain of knowledge
  • Inherently just decision logic

9
Genetic Algorithms
  • Principles from genetics and natural selection
  • Evolutionary techniques are used to optimize the
    solution to a problem
  • A population of solutions evolve over generations
    by combining properties (often with the
    possibility of mutation)

10
The Most Popular Game Genres
  • There are a wide variety of genres the following
    are the most popular of the major ones
  • First-person shooters (FPS)
  • Real-time strategy games (RTS)
  • Role-playing games (RPG)
  • Among others are simulator, sports and fighting
    games
  • The AI requirements varies with the genre

11
First-Person Shooters
  • Animation control the bodyand make it blend
    with theenvironment e.g. using adecision system
  • Movement how the entitymoves in the world with
    pathfinding
  • Combat should do spatial reasoning, tactics,
    perceptions and e.g. using FSMs
  • Behavior control the entitys state of mind
    using FSMs and fuzzy logic

Quake III Arena, 1999
12
Real-Time Strategy
  • Analysis define goals andprioritize through map
    analysisand area labeling
  • Resource allocation matchmeans with goals with
    thehelp of network flow algorithms
  • High-level AI switch between AI modes using an
    FSM, a rule-based system or a fuzzy logic system.

StarCraft, 1998
13
Role-Playing Games
  • Historically not a genrewith a lot of AI
  • Random encounters aremore common
  • How much AI is useddepends on how rigid
    thestory line is
  • The AI techniques used depend greatly on the kind
    of intelligence being modeled.

Final Fantasy XII, 2006
14
Case StudyQuake III Arena
  • First-person shooter (FPS) released by Id
    Software in 1999.
  • The player moves around in a 3D environment
    fighting enemies and assisting teammates
  • In this virtual world lies items such as weapons
    and power-ups
  • The players can be either human or computer
    controlled bots

15
Quake III Arena
  • "Half way through the project, I think everyone
    said, 'The bots suck. We have to get our act
    together.'"- Christian Antkow, Level Designer
  • Their rescue was Jean-Paul van Waveren, a
    22-year-old Master student from the Netherlands

16
Quake III Arena Bots
  • are autonomous self-controlled
  • use a cognitive model of the world,eliminating
    the need for waypoints
  • use an FSM-like structure to think
  • have some wired domainknowledge
  • can issue and react to teamcommands

Crash
17
Quake III Arena Bots
  • use an interface of commands similar to the one
    presented to the player
  • depend on fuzzy relations that specifies how much
    they want to do, have or use something (in a
    tree)
  • have goals and sub-goals on a stack
  • dont do much planning
  • do not cheat by accessing more information than
    they should

18
Quake III Arena Bots
  • Video from a human viewpoint
  • Video from a bots viewpoint

19
Common AI Problems
  • Cheating, i.e. peeking into secret information
  • Super-powers, more health, resources etc.
  • Unless an AI entity is made a bit dumb it appears
    to be a super-human
  • Unhandled mistakes look bad (and they always
    happen)

20
Expected AI Qualities
  • These qualities are parts of the ultimate goal
    in AI
  • Predictability vs. unpredictability
  • Creativity in problem solving
  • Personality
  • Intension and autonomous acting
  • Improvising and planning
  • Learning

HAL 9000
Data
21
Why Computer Games are suitable for AI research
  • Technical reasons
  • The virtual environment of a game is not a
    simulation of the problem domain, it is the
    problem domain
  • Games free AI researchers from building the
    environment
  • They often come with good APIs and modification
    possibilities

22
Why Computer Games are suitable for AI research
  • Non-technical reasons
  • Games are cheap, often below 50
  • Game development is a big, high-paced industry
  • As games continue to improve, AI is expected to
    be the next discriminant (as graphics was a few
    years ago)

23
Effects of AI in Games
  • A good AI doesnt necessarily make the game fun
  • More interesting behavior
  • Better adaptability and improvisation
  • More human-like flaws (if implemented)
  • Further blurring of the border between reality
    and unreality
  • What are the ethical issues with AI entities?

24
AI in Educational Tools
  • Can reduce cost of expensive training
  • Can simplify training operations that are
    difficult to arrange.
  • An AI entity can adapt to the progress and attend
    to the specific needs of a student.
  • Adds personality, empathy and emotion to the tool
  • Programs exist e.g. to teach programmers to
    detect bugs (PROUST) and to prevent bullying in
    schools (FearNot!)

25
References
  • Human-Level AI's Killer Application Interactive
    Computer Games, John E. Laird Michael van Lent,
    2001
  • Agent design to pass computer games, Astrid
    Glende, 2004
  • The Quake III Arena Bot, J.M.P. van Waveren,
    2001http//www.kbs.twi.tudelft.nl/docs/MSc/2001/W
    averen_Jean-Paul_van/thesis.pdf
  • Strategies for Strategy Game AI, Ian Lane Davis,
    1999http//www.maddocsoftware.com/pdf/I_Davis_99-
    Strategy.pdf
  • Learning by Feeling Evoking Empathy with
    Synthetic, Characters, Ana Paiva, 2005
  • Links artificial intelligence and interactive
    entertainment,
  • AI in First-Person Shooter Games, John McCloskey,
    Jeffrey Miller, Amish Prasad Lars
    Lindenhttp//ai.eecs.umich.edu/soar/Classes/494/t
    alks/Fps.pdf
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