11/16/12 - Computer Science & Engineering

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Transcript 11/16/12 - Computer Science & Engineering

CSCE 552 Fall 2012
AI
By Jijun Tang
Homework 3
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List of AI techniques in games you
have played;
Select one game and discuss how AI
enhances its game play or how its AI
can be improved
Due Nov 28th
Command Hierarchy
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Strategy for dealing with decisions at
different levels
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From the general down to the foot soldier
Modeled after military hierarchies
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General directs high-level strategy
Foot soldier concentrates on combat
Dead Reckoning
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Method for predicting object’s future position
based on current position, velocity and
acceleration
Works well since movement is generally
close to a straight line over short time
periods
Can also give guidance to how far object
could have moved
Example: shooting game to estimate the
leading distance
Emergent Behavior
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Behavior that wasn’t explicitly
programmed
Emerges from the interaction of
simpler behaviors or rules
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Rules: seek food, avoid walls
Can result in unanticipated individual or
group behavior
Flocking/Formation
Mapping Example
Level-of-Detail AI
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Optimization technique like graphical LOD
Only perform AI computations if player will
notice
For example
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Only compute detailed paths for visible agents
Off-screen agents don’t think as often
Manager Task Assignment
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Manager organizes cooperation between
agents
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Manager may be invisible in game
Avoids complicated negotiation and
communication between agents
Manager identifies important tasks and
assigns them to agents
For example, a coach in an AI football team
Example
Amit [to Steve]: Hello, friend! Steve
[nods to Bryan]: Welcome to CGDC.
[Amit exits left.]
Amit.turns_towards(Steve);
Amit.walks_within(3);
Amit.says_to(Steve, "Hello, friend!");
Amit.waits(1);
Steve.turns_towards(Bryan);
Steve.walks_within(5);
Steve.nods_to(Bryan);
Steve.waits(1);
Steve.says_to(Bryan, "Welcome to CGDC.");
Amit.waits(3);
Amit.face_direction(DIR_LEFT);
Amit.exits();
Example
Player escapes in combat, pop Combat off, goes to
search; if not find the player, pop Search off, goes
to patrol, …
Example
Bayesian Networks
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Performs humanlike reasoning when
faced with uncertainty
Potential for modeling what an AI
should know about the player
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Alternative to cheating
RTS Example
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AI can infer existence or nonexistence of
player build units
Example
Bayesian Networks
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Inferring unobserved variables
Parameter learning
Structure learning
Blackboard Architecture
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Complex problem is posted on a
shared communication space
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Agents propose solutions
Solutions scored and selected
Continues until problem is solved
Alternatively, use concept to facilitate
communication and cooperation
Decision Tree Learning
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Constructs a decision tree based on
observed measurements from game
world
Best known game use: Black & White
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Creature would learn and form “opinions”
Learned what to eat in the world based
on feedback from the player and world
Filtered Randomness
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Filters randomness so that it appears
random to players over short term
Removes undesirable events
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Like coin coming up heads 8 times in a row
Statistical randomness is largely preserved
without gross peculiarities
Example:
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In an FPS, opponents should randomly spawn
from different locations (and never spawn from
the same location more than 2 times in a row).
Genetic Algorithms
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Technique for search and optimization that
uses evolutionary principles
Good at finding a solution in complex or
poorly understood search spaces
Typically done offline before game ships
Example:
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Game may have many settings for the AI, but
interaction between settings makes it hard to
find an optimal combination
Flowchat
N-Gram Statistical Prediction
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Technique to predict next value in a
sequence
In the sequence 18181810181, it
would predict 8 as being the next value
Example
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In street fighting game, player just did
Low Kick followed by Low Punch
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Predict their next move and expect it
Neural Networks
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Complex non-linear functions that relate one
or more inputs to an output
Must be trained with numerous examples
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Training is computationally expensive making
them unsuited for in-game learning
Training can take place before game ships
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Once fixed, extremely cheap to compute
Example
Planning
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Planning is a search to find a series of
actions that change the current world state
into a desired world state
Increasingly desirable as game worlds
become more rich and complex
Requires
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Good planning algorithm
Good world representation
Appropriate set of actions
Player Modeling
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Build a profile of the player’s behavior
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Continuously refine during gameplay
Accumulate statistics and events
Player model then used to adapt the AI
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Make the game easier: player is not good at
handling some weapons, then avoid
Make the game harder: player is not good at
handling some weapons, exploit this weakness
Production (Expert) Systems
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Formal rule-based system
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Database of rules
Database of facts
Inference engine to decide which rules trigger –
resolves conflicts between rules
Example
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Soar used experiment with Quake 2 bots
Upwards of 800 rules for competent opponent
Reinforcement Learning
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Machine learning technique
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Discovers solutions through trial and
error
Must reward and punish at appropriate
times
Can solve difficult or complex problems
like physical control problems
Useful when AI’s effects are uncertain
or delayed
Reputation System
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Models player’s reputation within the game
world
Agents learn new facts by watching player
or from gossip from other agents
Based on what an agent knows
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Might be friendly toward player
Might be hostile toward player
Affords new gameplay opportunities
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“Play nice OR make sure there are no
witnesses”
Smart Terrain
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Put intelligence into inanimate objects
Agent asks object how to use it: how to
open the door, how to set clock, etc
Agents can use objects for which they
weren’t originally programmed for
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Allows for expansion packs or user created
objects, like in The Sims
Enlightened by Affordance Theory
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Objects by their very design afford a very
specific type of interaction
Speech Recognition
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Players can speak into microphone to
control some aspect of gameplay
Limited recognition means only simple
commands possible
Problems with different accents,
different genders, different ages (child
vs adult)
Text-to-Speech
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Turns ordinary text into synthesized speech
Cheaper than hiring voice actors
Quality of speech is still a problem
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Not particularly natural sounding
Intonation problems
Algorithms not good at “voice acting”: the mouth
needs to be animated based on the text
Large disc capacities make recording human
voices not that big a problem
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No need to resort to worse sounding solution
Weakness Modification
Learning
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General strategy to keep the AI from losing
to the player in the same way every time
Two main steps
1. Record a key gameplay state that precedes a
failure
2. Recognize that state in the future and change
something about the AI behavior
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AI might not win more often or act more intelligently,
but won’t lose in the same way every time
Keeps “history from repeating itself”
Artificial Intelligence: Pathfinding
PathPlannerApp Demo
Representing
the Search Space
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Agents need to know where they can move
Search space should represent either
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Search space typically doesn’t represent:
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Clear routes that can be traversed
Or the entire walkable surface
Small obstacles or moving objects
Most common search space representations:
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Grids
Waypoint graphs
Navigation meshes
Grids
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2D grids – intuitive world
representation
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Each cell is flagged
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Works well for many games including
some 3D games such as Warcraft III
Passable or impassable
Each object in the world can occupy
one or more cells
Characteristics of Grids
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Fast look-up
Easy access to neighboring cells
Complete representation of the level
Waypoint Graph
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A waypoint graph specifies lines/routes that
are “safe” for traversing
Each line (or link) connects exactly two
waypoints
Characteristics
of Waypoint Graphs
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Waypoint node can be connected to
any number of other waypoint nodes
Waypoint graph can easily represent
arbitrary 3D levels
Can incorporate auxiliary information
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Such as ladders and jump pads
Radius of the path
Navigation Meshes
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Combination of grids and waypoint graphs
Every node of a navigation mesh represents
a convex polygon (or area)
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Advantage of convex polygon
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As opposed to a single position in a waypoint
node
Any two points inside can be connected without
crossing an edge of the polygon
Navigation mesh can be thought of as a
walkable surface
Navigation Meshes (continued)
Computational Geometry
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CGAL (Computational Geometry
Algorithm Library)
Find the closest phone
Find the route from point A to B
Convex hull
Example—No Rotation
Space Split
Resulted Path
Improvement
Example 2—With Rotation
Example 3—Visibility Graph
Random Trace
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Simple algorithm
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Agent moves towards goal
If goal reached, then done
If obstacle
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Trace around the obstacle clockwise or
counter-clockwise (pick randomly) until free
path towards goal
Repeat procedure until goal reached
Random Trace (continued)
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How will Random Trace do on the
following maps?
Random Trace Characteristics
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Not a complete algorithm
Found paths are unlikely to be optimal
Consumes very little memory
A* Pathfinding
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Directed search algorithm used for finding
an optimal path through the game world
Used knowledge about the destination to
direct the search
A* is regarded as the best
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Guaranteed to find a path if one exists
Will find the optimal path
Very efficient and fast
Understanding A*
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To understand A*
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First understand Breadth-First, Best-First,
and Dijkstra algorithms
These algorithms use nodes to
represent candidate paths
Class Definition
class PlannerNode
{
public:
PlannerNode *m_pParent;
int
m_cellX, m_cellY;
...
};
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The m_pParent member is used to chain nodes
sequentially together to represent a path
Data Structures
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All of the following algorithms use two lists
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Open list keeps track of promising nodes
When a node is examined from open list
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The open list
The closed list
Taken off open list and checked to see whether
it has reached the goal
If it has not reached the goal
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Used to create additional nodes
Then placed on the closed list
Overall Structure of the
Algorithms
1. Create start point node – push onto open list
2. While open list is not empty
A. Pop node from open list (call it currentNode)
B. If currentNode corresponds to goal, break from
step 2
C. Create new nodes (successors nodes) for cells
around currentNode and push them onto open list
D. Put currentNode onto closed list
Breadth-First
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Finds a path from the start to the goal by
examining the search space ply-by-ply
Breadth-First Characteristics
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Exhaustive search
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Consumes substantial amount of CPU
and memory
Guarantees to find paths that have
fewest number of nodes in them
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Systematic, but not clever
Not necessarily the shortest distance!
Complete algorithm
Best-First
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Uses problem specific knowledge to
speed up the search process
Head straight for the goal
Computes the distance of every node
to the goal
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Uses the distance (or heuristic cost) as a
priority value to determine the next node
that should be brought out of the open list
Best-First (continued)
Best-First (continued)
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Situation where Best-First finds a suboptimal path
Best-First Characteristics
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Heuristic search
Uses fewer resources than BreadthFirst
Tends to find good paths
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No guarantee to find most optimal path
Complete algorithm
Dijkstra
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Disregards distance to goal
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Keeps track of the cost of every path
No guessing
Computes accumulated cost paid to
reach a node from the start
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Uses the cost (called the given cost) as a
priority value to determine the next node
that should be brought out of the open list
Dijkstra Characteristics
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Exhaustive search
At least as resource intensive as
Breadth-First
Always finds the most optimal path
Complete algorithm
Example
A*
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Uses both heuristic cost and given cost to
order the open list
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Final Cost = Given Cost + (Heuristic Cost * Heuristic Weight)
A* Characteristics
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Heuristic search
On average, uses fewer resources than
Dijkstra and Breadth-First
Admissible heuristic guarantees it will find
the most optimal path
Complete algorithm
Example
Start Node and Costs
F=G+H
First Move
Second Move
Cost Map
Path
Pathfinding with Constraints
More Example