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Artificial Intelligence in Game Design

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Artificial Intelligence in ... over optimal Tweak game to support AI Depend on player perceptions Tradeoffs ... Traditional AI Good decision making ... – 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 Finding best solution to some problem
  • Characteristics
  • Expensive and time consuming to develop
  • Large number of processing cycles to run

3
AI vs. Gaming AI
  • Example Chess (Deep Blue, IBM)
  • MINMAX algorithm
  • Heuristic knowledge
  • Databases of opening moves, endgames
  • Result
  • Played at world champion level (best solution)
  • Took several minutes per move (ok in chess)
  • Not viable as commercial chess game!

4
Goals of Gaming AI
  • Challenging but beatable
  • Intelligence level artificially limited
  • AI not given all information
  • Problem making AI intelligent enough!
  • Players find and take advantage of limitations
  • Cheats compensate for bad AI

5
Example of Gaming AI
Soldier NPC setting up ambush
Player coming from unknown direction
What to hide behind?
6
Example of Gaming AI
  • Choose at random?
  • Current location of player?
  • Base on realistic criteria
  • Terrain around soldier
  • Past player actions, etc.
  • This is most difficult approach!

7
Believable NPCs
  • Opponents that offer challenge
  • Orc characters should move realistically
  • Boss characters should appear as intelligent as
    player
  • Minions that require little micromanaging
  • Other characters interesting to interact with

8
Believable NPCs
  • Intelligent Action
  • Good decision making
  • Realistic movement
  • Memory of previous actions (and possibly to
    improve)
  • Achieving goals

9
Believable NPCs
  • Believable as Characters
  • Acts like human (or orc, dog, etc.)
  • Has appropriate emotional states
  • Does not always behave predictably
  • Can interact with player
  • Major simplification from standard AI
    NPCs restricted to limited domain
  • Example Shopkeeper

10
Turing Test
  • Turing test for AI

11
Turing Test for AI Gaming
  • Does NPC act appropriately for its role in game?
  • Does it act intelligently?
  • Does it appear to have appropriate information?
  • Does it behave with the personality we would
    expect?

vs.
12
Game AI Structure
Strategy
What are my goals? Example Choosing room to
move to
World Interface/ Game State
How to accomplish that goal? Example Choosing
path to reach room
Tactics (Decision Making)
Animation/ Game Physics
Movement (Action Choice)
What actions are part of that plan? Example
current direction/ speed to reach next point in
path
AI Engine
13
Constraints on Gaming AI
  • Efficiency
  • Must consume few processor cycles
  • Must often act in real time
  • Football, racing, etc.
  • Simple approaches usually best
  • Choose fast over optimal
  • Tweak game to support AI
  • Depend on player perceptions

14
Tradeoffs
  • Optimal solutions require complex algorithms
  • Shortest path ? O(n2)
  • Optimal plan ? Exponential tree size
  • Many games use greedy algorithms
  • Choose action resulting in minimal distance to
    goal
  • O(n) time

15
Example of Simplification
  • Pac-Man
  • Algorithm Ghosts move towards player
  • Problem ghosts stuck in cul-de-sacs

16
Example of Simplification
17
Black and White Game
  • Creature trained by player by observing player
    actions in different situations
  • Later in game creature takes same actions
  • Based entirely on decision tree learning

Example Allegiance Defense Tribe Attack
1 friendly weak Celtic no
2 enemy weak Celtic yes
3 friendly strong Norse no
4 enemy strong Norse no
5 friendly weak Greek no
6 enemy medium Greek yes
7 enemy strong Greek no
8 enemy medium Aztec yes
9 friendly weak Aztec no
18
Apparent Intelligence
  • NPCs can appear intelligent to player even if
    based on simple rules
  • Theory of mind
  • We tend to ascribe motives/decision
  • making skills similar to our own to
  • other entities, whether this is actually
  • happening or not!

if hitPoints lt 5 then run away from playerif
distance to player lt 2 units then attack
playerif player visible the run towards
playerelse move in random direction
19
Swarm Intelligence
  • Simple NPCs in groups can appear to cooperate
  • Decision exampleif no other player shooting, I
    shootif in open, run for cover and shoutif in
    cover, reload and wait
  • Orc motion exampleif NPC blocking path to
    player then run sidewayselse run towards
    player

NPCs appear to be covering one another and
coordinating attack!
20
Swarm Intelligence
  • Give each NPC slightly different set of rules to
    create illusion of personalities
  • Example Pac-Manif distance to player lt n
    then move towards playerelse wander at random

n is different for each ghost!
Large n appeared aggressive
Small n appeared mellow
21
Role of Traditional AI
  • Good decision making
  • Acts like human (or orc, dog, etc.)
  • Avoids predictability
  • 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 Random/Fuzzy
Machines
Robotics
Swarm Intelligence
Simple Iterative Learning
Goal-based Planning
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