Video Game Artificial Intelligence
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Transcript Video Game Artificial Intelligence
Video Game Artificial Intelligence
April 9, 2007
Alex Rito
Early Game AI
Turn-based Strategy Games
Deterministic Game Trees
April 2007 Alex Rito
Basic Video Game AI
Pre-stored Movement Patterns (Early 1970s)
“Randomized” Events Based on Hash
Function Applied to Player Input (Space
Invaders – 1978)
April 2007 Alex Rito
Advanced Video Game AI
Real-time Strategy Games (RTS)
Role-playing Games (RPG)
First-person Shooters (FPS)
April 2007 Alex Rito
Combat AI
Knowledge of the Environment
Effective Use of Teamwork
Ability to Track and “Hunt”
Survival Instincts
April 2007 Alex Rito
Non-combat AI
Scripted Conversations with Non-player
Characters
Dynamic Dialogue with Natural Language
Processing (NLP)
SimCity (Will Wright – Maxis – 1989)
Spore (Will Wright – Maxis – 2007)
Black and White (I & II) (Peter Molyneux –
Lionhead Studios – 2001 & 2005)
April 2007 Alex Rito
Black and White
Peter Molyneux on Black and White (5:42):
http://www.youtube.com/watch?v=1BTAI8KX
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Black and White II Gameplay (3:48):
http://www.youtube.com/watch?v=k2oSPma
UxO0
April 2007 Alex Rito
Analytical AI
Adapting the Game to the Player
More Satisfying User Experience Overall
Varying Difficulty of Computer Opponents
April 2007 Alex Rito
Game AI versus “Real” AI
Purist view of AI
Gamer view of AI
“Dumbing Down” AI
April 2007 Alex Rito
References
http://en.wikipedia.org/wiki/Game_artificial_in
telligence
http://ai-depot.com/GameAI/Design.html
April 2007 Alex Rito