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
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Turn-based Strategy Games
Deterministic Game Trees
April 2007 Alex Rito
Basic Video Game AI
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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
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Real-time Strategy Games (RTS)
Role-playing Games (RPG)
First-person Shooters (FPS)
April 2007 Alex Rito
Combat AI
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Knowledge of the Environment
Effective Use of Teamwork
Ability to Track and “Hunt”
Survival Instincts
April 2007 Alex Rito
Non-combat AI
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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
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Peter Molyneux on Black and White (5:42):
http://www.youtube.com/watch?v=1BTAI8KX
eH8
Black and White II Gameplay (3:48):
http://www.youtube.com/watch?v=k2oSPma
UxO0
April 2007 Alex Rito
Analytical AI
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Adapting the Game to the Player
More Satisfying User Experience Overall
Varying Difficulty of Computer Opponents
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Game AI versus “Real” AI
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Purist view of AI
Gamer view of AI
“Dumbing Down” AI
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References
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http://en.wikipedia.org/wiki/Game_artificial_in
telligence
http://ai-depot.com/GameAI/Design.html
April 2007 Alex Rito