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Artificial Intelligence in Game Design

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Artificial Intelligence in Game Design Introduction to Learning – PowerPoint PPT presentation

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Title: Artificial Intelligence in Game Design


1
Artificial Intelligence in Game Design
  • Introduction to Learning

2
Learning and Games
  • Learning in AI
  • Creating new rules automatically
  • Observation of world
  • Examples of good/bad actions to take
  • Major goal of AI
  • Would be very useful in gaming
  • Automatic adaptation to player tactics
  • Infinite replayability
  • Would be impossible for player to createstrategy
    that would win forever

You can defeat me now, but I shall return smarter
than ever!
3
Learning and Games
  • Fairer and more plausible NPC behavior
  • Characters should have same learning curve as
    players
  • Start out inexperienced
  • Become more competent over time
  • Example Simple cannon fire game
  • Could use physics to compute exact angle, but
    would win first turn!
  • Character should miss badly at first
  • Should learn to get closer over time

4
Learning in AI
  • Basic components

Critic Determines how good or bad action
was Often in terms of some error
Current Rules
Actions indicated by rules
Inputs from environment
Learning Element Determines how to change rules
in order to decrease error
5
Learning in AI
  • Learning algorithms in AI
  • Neural networks
  • Probabilistic learning
  • Genetic learning algorithms
  • Common attributes
  • Requires time
  • Usually thousands of cycles
  • Results are unpredictable
  • Will create any rules that decrease error,not
    necessarily the ones that make the most sense in
    a game
  • Still very limited
  • No algorithm to automatically generate something
    as complex as a FSM

Not what you want to happen in a game!
Create an opponent that can defeat Data
6
Online Learning
  • Learning most useful if occurs during game
  • Must be as efficient as possible
  • Simple methods best
  • Hill climbing
  • N-Gram prediction
  • Decision tree learning
  • Most successful methods often specific to game
  • Example Negative influences at character
    destruction locations

-1 -1 -1 -1 -1
-1 -2 -2 -2 -1
-1 -2 -2 -1
-1 -2 -2 -2 -1
-1 -1 -1 -1 -1
Other units steer around this area
Unknown enemy unit
Our unit destroyed
7
Scripted Learning
  • Can fake appearance of learning
  • Player performs action
  • Game AI knows best counteraction, but does not
    perform it
  • Game AI allows player certain number of that
    action before beginning to perform counteraction
  • Like timeout
  • Number could be chosen at random
  • Gives appearance that character has learned to
    perform counteraction

Player allowed to attack from right for certain
number of turns
AI begins to defend from right after that point
8
Scripted Learning
  • Scripting in cannon game
  • Compute actual best trajectory using physics
  • Add error factor E to computation
  • Decrease error E over time at rate ? E
  • Test different values of ? E to make sure learns
    at same rate as typical player
  • Can also different values of ? E to set
    difficulty level

Correct trajectory
Small E
Large E
9
Hill Climbing
  • Simple technique for learning optimal parameter
    values
  • Character AI described in terms of configuration
    of parameter values V (v1, v2, vn)
  • Example Action probabilities for Oswald
  • V (Pleft, Pright, Pdefend)

Attack Left 45
Attack Right 30
Defend 25
Oswalds current V (0.45, 0.30, 0.25)
10
Hill Climbing
  • Each configuration of parameter values V (v1,
    v2, vn) has error measure E(V )
  • Often an estimate based on success of last
    action(s)
  • Example Total damage taken by Oswald Total
    damage caused by Oswalds last 3 actions
  • Good enough for hill climbing
  • Goal of learning Find V such that E(V ) is
    minimized
  • Or at least good enough

Attack Left 35
Attack Right 25
Defend 40
Configuration with low error measure
11
Hill Climbing
  • Hill climbing works best for
  • Single parameter
  • Correctness measure which is easy to compute
  • Example cannon game
  • Only parameter Angle ? of cannon
  • Error measure Distance between target and
    actual landing point

?
Error
12
Error Space
  • Graphical representation of relationship between
    parameter value and correctness
  • Hill climbing finding lowest point in this
    space

Error
Optimal ?
?
Error 0 Maximum correctness
?
13
Hill Climbing Algorithm
  • Assumption
  • Small change in one direction increases
    correctness
  • Will eventually reach optimal value if keep
    changing in that direction

Error
Direction of decreasing error
?
?2
?3
?1
?3
?2
?1
14
Hill Climbing Algorithm
  • Estimate direction of slope in local area of
    error space
  • Must sample values near E(?)
  • E(? e)
  • E(? - e)
  • Move in direction of decreasing error
  • Increase/decrease ? by some given step size d
  • If E(? e) lt E(? - e) then ? ? d
  • Else ? ? d

?e
?-e
?
? d
15
Multidimensional Error Space
  • Exploring multiple parameters simultaneously
  • Probabilities for Attack Left, Attack Right,
    Defend
  • Ability to control powder charge C for cannon
    as well as angle ?
  • Vary parameters slightly in all dimensions
  • E(? e, C e) E(? e, C e)
  • E(? e, C e) E(? e, C e)
  • Choose combination with lowest error

I need to increase both the angle and the charge
?1 C1
16
Multidimensional Error Space
  • Can have too many parameters
  • n parameters n dimensional error space
  • Will usually wander space, never finding good
    values
  • If using learning keep problem simple
  • Few parameters (one or two best)
  • Make sure parameters have independent effect on
    error
  • Increased charge, angle both increase distance

I could also move up a hill, or check the wind
direction
?1 C1
17
Hill Climbing Step Size
  • Choosing a good step size d
  • Too small learning takes too long
  • Too large learning will jump over optimal
    value

This guy isan idiot!
?2
?1
?2
This guy isan idiot!
?1
18
Hill Climbing Step Size
  • Adaptive Resolution
  • Keep track of previous error E (?T-1 )
  • If E (?T ) lt E (?T-1 ) assume moving in correct
    direction
  • Increase step size to get there faster
  • d d ?

?3
?2
?1
19
Hill Climbing Step Size
  • If E (?T ) gt E (?T-1 ) assume overshot optimal
    value
  • Decrease step size to avoid overshooting on way
    back
  • d d ?, ? lt 1
  • Idea decrease step size fast
  • Main goal Make character actions plausible to
    player
  • Should make large changes if miss badly
  • Should make small changes if near target

?3
?2
?1
20
Local Minima in Error Space
  • Major assumption Error space monotonically
    decreases as move towards goal

Multiple shots with same result no decrease in
error
21
Local Minima in Error Space
  • Local minima in error space
  • Places where apparent error does not decrease as
    get closer to optimum value
  • Simple hill climbing can get stuck

Error
Optimal ?
Local minima
?
Hill climbing will not escape!
22
Local Minima in Error Space
  • May need to restart with different initial value
  • Use randomness
  • Something very different from last starting point
  • Plausible behavior if current actions not
    working, try something new

Very different result
Multiple shots with same result
23
Memory and Learning
  • What if player moves?
  • Should not have to restart learning process
  • Should keep appearance that character is slowly
    improving aim
  • Should quickly adapt to changes in player strategy

?3
?2
?1
?4
24
Memory and Learning
  • Remember previous actions and effects
  • Store each angle ? tried and resulting distance
    D(?)
  • If player moves to location L, start from ? whose
    D(?) is closest to L

?3
?2
?1
D(?2)
D(?3)
D(?1)
Closest to new player location is ?2
D(?2)
D(?3)
D(?1)
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