Evolution of Artificial Intelligence In Video Games
Download
Report
Transcript Evolution of Artificial Intelligence In Video Games
EVOLUTION OF ARTIFICIAL
INTELLIGENCE IN VIDEO GAMES
By Brian Bell
What is Artificial
Intelligence?
The term Artificial Intelligence (AI) was coined by
John McCarthy in 1956
As a Noun
The Intelligence of Machines.
As a Field
“The science and engineering of making
intelligent machines.”
How does AI apply to games?
Overview
Step through the History of Video Games
Highlight certain AI techniques and trends
Go over some of the pitfalls of modern AI
development in the Video Game Industry
Pong
One of the First Video
Games
Manufactured by Atari
Released in 1972
Designed for 1 or 2
players.
Essentially just table
tennis in 2 dimensions.
The AI of Pong
There is Logic to how the
Computer moves the
paddle.
The computer predicts
where the ball with end
up based on a number of
factors then moves the
paddle to that predicted
location.
To simulate Human error
the computer is designed
to skip its adjustment
every 8 frames.
Pac-Man
Developed by Namco
Distributed by Midway
(in US)
Released: 1980
Single player only
Simple maze game
Ghosts
While the Ghosts appear to move in a random order this
is not always the case. As each Ghost has its own
Algorithm to control its actions.
Chases Pac-Man
Try to get in front of Pac-Man
Moves at Random*
Super Mario Bros.
Developed by
Nintendo
Released in 1985
Classic example of the
Platformer
Scripted AI
Enemy units in the game
are designed to follow a
scripted pattern.
Either move back and forth
in a given location or attack
a player if nearby
Became a staple technique
for AI design.
Sim City
Developed by Maxis
Published by Electronic
Arts
Released in 1989
First in a series of
Simulation Games
which are often at the
forefront of AI
technology
A Living World
The player is able to
manipulate certain
aspects of the city.
The population of the
City acts somewhat
autonomously.
Furthermore the game
will simulate random
disasters.
The Sims
Developed by Maxis
Published by Electronic
Arts
Released in 2000
A life simulation game
in which the player has
control over a semiautonomous people.
Complex characters
The Sims characters
can be manipulated by
the player but will also
carry out day to day
tasks on their own.
Characters also have
defined needs and
personality traits that
dictate how they act in
given situations.
Complex Object Interactions
Characters are able to interact with an arrangement
of objects in the environment due to unique object
logic.
Black and White
Developed by
Lionhead Studios
Published by EA games
Released in 2001
Simulation game in
which you play God.
Black and White
Similar to Sim City
You had more control
over the environment
and the people in the
game
You could also create
armies and wage war
AI Learning
You could control and
train large creatures
You could then punish
or reward the creatures
based on how they
complete tasks.
Over time the
creatures will learn
how you wish tasks to
be done based on how
they are treated.
Combat Oriented Games
Simulation games are
more advanced
Combat Oriented
Games are more
Popular
Evolution of AI in
combat games has
advanced quite a bit in
the past 10 years.
Halo: Combat Evolved
Developed by Bungi
Published by Microsoft
Released in 2001
First person shooter
that garnered fame for
competently brining
the genre to Consoles
Dynamic Enemy AI
Enemies reacted in
dynamic ways.
Different enemies
would react differently
in different situations.
Enemies would work
together against the
player.
Behavior Trees
Tasks
Condition
Action
Conditional Nodes
Actions Represent actual
represent read only
functions.
These functions are when
the AI unit observes some
information about its
environment
Examples: Searching for
enemies or nearby cover,
determining orientation.
performed functions.
These functions are
generally reflected in the
graphical representation.
Examples: Firing on an
enemy, throwing a
grenade, reloading,
ducking behind cover.
Sequences and Selectors
Sequences
Selectors
?
1
1
2
2
3
3
A sequence represents a
group of tasks that must be
carried out in order for the
overall task to complete
A selector will ultimately only
carry out one task but
attempt to run each of its
child task until it finds the
correct task for the situation.
Behavior Tree
?
?
?
?
Behavior Trees:
Good and Bad
Benefits
Costs
Allows AI units to act in
Can be time consuming to
dynamic ways depending
on the situation
Allows designers to group
different actions together
for different situations
Allows for enemy
differentiation
generate
More complex actions
require more complex
trees
Running through all the
possible actions can take a
lot of time.
Behavior Trees
Bottom Line
Are a good way to provide dynamic actions to
individual AI Units
Generally require a larger AI control structure
for proper implementation.
Left 4 Dead
Developed and
published by Valve
Released in 2008
A co-op first person
shooter set in a zombie
apocalypse.
AI Director
The game utilizes an AI
director that will change
the game based on how
well the player(s) are
doing.
This can make the game
more or less difficult for
players with different
skill levels.
This also changes the
events of the game
between different play
sessions.
The Elder Scrolls V: Skyrim
Developed and
Published by Bethesda
Game Studios
Released in 2011
Open World RPG set in
a fantasy world
Unbalanced AI
Non Playable characters (NPCs) and enemies
within the game world react dynamically with
the player and each other.
Unbalanced AI
Enemies are not designed to deal with simple
obstacles
Problems With AI in Gaming
There are a number of issues that prevent
Video Games from being the best area for the
evolution of AI
Despite the how far AI in games has come
over time no game is perfect.
There are a number of reasons as to why this
is and will always be the case.
Sequels
Release Schedule
Time
The game has to be
released at some point and
not everything that needs
to be addressed can be
addressed.
Money
Games are expensive to
make so items are
generally prioritized to put
the most effort into what
is considered most
important.
Is it fun?
Games are about
Entertainment
While the AI in a game
might be very
advanced it might not
necessarily be
entertaining.
Are Video Games good for AI
Development?
The Good
The Bad
AI is essential to Games
Time and Money are an
Games provide a simulated
issue
Innovation might not be
that important
Entertainment is more
important then quality
world where programmers
can experiment
The Game Industry is the
largest area where AI is
being applied.
References
Champandard, A. (2008, December 28). Behavior Trees for Next-
Gen AI. Retrieved May 2011, from AiGameDev.com:
http://aigamedev.com/insider/presentation/behavior-trees/
Champandard, A. J. (2012, February 9). Trends and Highlights in
Game AI for 2011. Retrieved May 2012, from aigamedev.com:
http://aigamedev.com/insider/discussion/2011-trends-highlights/
History of Game AI. (n.d.). Retrieved May 2012, from AI Game
Programers Guild: http://gameai.com
Montfort, N., & Bogost, I. (2009). Racing the Beam: The Atari
Video Computer System. The MIT Press.
Wexler, J. (2002). Artificial Intelligence in Games: A look at the
smarts behind Lionhead Studio’s “Black and White” and where it
can and will go in the future. Rochester, NY: University of
Rochester.