Artificial Intelligence in Game Design

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Artificial Intelligence in Game Design

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Choosing paths through complex terrain. Cooperation among group ... Based on character, current state. Tidak selalu mudah ditebak (predictably) ... – PowerPoint PPT presentation

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Title: Artificial Intelligence in Game Design


1
Artificial Intelligence in Game Design
  • Problems and Goals

2
AI vs. Gaming AI
  • Standard Artificial Intelligence
  • Expert Systems
  • Probabilistic/Fuzzy Logic
  • Robotics
  • Machine Learning
  • Goal Mencari solusi terbaik dari beberapa
    permasalahan
  • Characteristics
  • Mahal dan memakan waktu untuk membangun
  • Siklus Pemrosesan sangat besar (Large number of
    processing cycles to run)

3
AI vs. Gaming AI
  • Example Chess (Deep Blue, IBM)
  • Pendekatan dasar (MINMAX algorithm)
  • Bangun tree kemungkinan langkah n berikutnya.
  • Berikan tingkatan masing tree sesuai heuristik
    tertentu
  • Pilih langkah berikutnya yg terbaik
  • Dikombinasikan dgn pengetahuan heuristik
  • Databases of opening moves, endgames
  • Hasil
  • Bermain pada tingkat kesulitan tinggi (solusi
    terbaik)
  • Membutuhkan beberapa menit utk menentukan langkah
    (ok in chess)
  • Not viable as commercial chess game!

4
Goals of Gaming AI
  • Menantang tapi dapat dikalahkan
  • Intelligence level artificially limited
  • Example number of moves lookahead in chess
  • AI not given all information
  • Example fog of war in Civilization
  • Intelligence level can be set by user
  • Possibly learned (Madden 09)
  • Problem is often making AI intelligent enough!
  • Players will find and take advantage of
    limitations
  • Cheats often used to compensate for bad AI

5
Example of Gaming AI
Soldier NPC setting up ambush What to hide behind?
Player coming from unknown direction
6
Example of Gaming AI
  • Memilih secara acak?
  • Does not appear intelligent
  • Tahu lokasi player sekarang?
  • Should not know this (cheat!)
  • Berdasar kriteria realistik
  • Terrain around soldier
  • Past player actions, etc.
  • This is most difficult approach!

7
Goals of Gaming AI
  • Efisiensi
  • Harus memakan sedikit siklus prosesor
  • Competing with graphics!
  • Harus selalu beraksi pada waktu nyata (real time)
  • Football, racing, etc.
  • Pendekatan sederhana biasanya selalu yang
    terbaik.
  • If necessary, may need to tweak game to support
    AI

8
Example of Simplification
  • Pac-Man
  • Ghosts pursue players through maze
  • Simple algorithm just move towards player
  • Problem ghosts stuck in cul-de-sacs

9
Example of Simplification
10
Believable NPCs
  • Musuh yang menawarkan tantangan
  • Orc characters should move realistically
  • Boss characters should appear as intelligent as
    player
  • Minions yg membutuhkan sedikit pengelolaan
  • Example scouts, workers, etc. in Civilization 4
  • Frustrating if minions make too many mistakes
  • Karakter lain yang tertarik utk berinteraksi
  • Example Sims

11
Believable NPCs
  • Intelligent Action (Aksi Cerdas)
  • Pengambilan keputusan yang baik
  • Pergerakan yang nyata (realistic)
  • Evasion/pursuit of player
  • Choosing paths through complex terrain
  • Cooperation among group
  • Menyimpan aksi sebelumnya (and possibly to
    improve)
  • Mencapai tujuan

12
Believable NPCs
  • Believable as Characters
  • Acts like human (or orc, dog, etc.)
  • Memiliki keadaan emosional (emotional states)
    yang sesuai
  • Based on character, current state
  • Tidak selalu mudah ditebak (predictably)
  • Crucial to replayablity
  • Cannot appear too random
  • Dapat berinteraksi dengan player
  • Verbal and non-verbal interaction

13
Role of Traditional AI
  • Good decision making
  • Realistic movement
  • Evasion/pursuit of player
  • Choosing paths through complex terrain
  • Cooperation among groups
  • Memory of previous actions
  • Achieving goals

Decision Trees Finite State Machines
Robotics
Swarm Intelligence
Simple Iterative Learning
Goal-based Planning
14
Role of Traditional AI
  • Acts like human (or orc, dog, etc.)
  • Has appropriate emotional states
  • Based on character, current state
  • Does not always behave predictably
  • Can interact with player
  • Verbal and non-verbal interaction

Finite State Machines Probabilistic State
Machines Fuzzy State Machines
Natural Language Parsing
15
Role of Traditional AI
  • Penyederhanaan umum NPCs dibatasi domain
    tertentu (limited domain)
  • Contoh shopkeeper NPC
  • Dapat berinteraksi dengan player hanya pada
    domain toko.
  • Will not leave shop
  • Only understands items for sale in shop
  • Only actions are transactions related to items

16
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