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(1)

Artificial Intelligence in

Game Design

(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

(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)

(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

(5)

Example of Gaming AI

Player coming from unknown direction

Soldier NPC

setting up ambush What to hide

(6)

Example of Gaming AI

Choose at random?

Current location of player?

Base on realistic criteria

– Terrain around soldier

– Past player actions, etc.

(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

(8)

Believable NPCs

Intelligent Action:

Good decision making

Realistic movement

Memory of previous actions

(and possibly to improve)

(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

(10)

Turing Test

(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?

(12)

Game AI Structure

Movement

(Action Choice)

“What actions are part of that plan?”

Example: current direction/ speed to reach next point in path

Strategy

“What are my goals?”

Example: Choosing room to move to

Tactics

(Decision Making)

“How to accomplish that goal?”

Example: Choosing path to reach room

AI Engine

World Interface/ Game State

(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

(14)

Tradeoffs

Optimal solutions require complex algorithms

– Shortest path  O(n2)

– Optimal plan  Exponential tree size

Many games use greedy algorithms

(15)

Example of Simplification

Pac-Man

Algorithm: Ghosts move towards player

(16)
(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

(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 < 5

then run away from player if distance to player < 2 units then attack player if player visible the run towards player else

(19)

Swarm Intelligence

• Give each NPC slightly different set of rules to create illusion of personalities

• Example: Pac-Man

if distance to player < n

then move towards player else wander at random

n is different for each ghost!

Large n : appeared “aggressive”

(20)

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

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