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Artificial Intelligence in Video Games
A Love Story
Damián Isla,
Co-Founder / Tech / The Molasses Flood
Today
What is [Game] A.I.?
Plus: A Couple Fundamental Truths
Where does A.I. Live?
Further Thoughts
WHAT IS [GAME] A.I.?
A.I. = Artificial Intelligence
Generally
Make computers smart (primary)
Make computers think like humans (secondary)
Early A.I.
“Within a generation ... the problem of creating
'artificial intelligence' will substantially be solved.”
- Marvin Minsky 1967
“Machines will be capable, within twenty years, of
doing any work a man can do.”
- Herbert Simon 1965
Fundamental Truth:
The hard stuff is easy, and the easy stuff is hard
AI
Today
Planning
Robotics
/ Control
Machine
Learning
Data
Mining
Vision
Applied Statistics
NLP
But What is Game A.I.?
Point 1
AI is about making computers smart.
Game AI is about making computers fun.
Smart is often not fun.
Fun is often not smart.
Point 2
Game AI is tightly interwoven with Game Design
AI is the gameplay.
1. AI coders need great design intuition, OR
2. Designers need to be able to code, OR
3. We need great tools for designers to express
behavior
Point 3
Game AI benefits from lots and lots of content.
If it looks and moves right, players think it’s smart.
If it looks or moves wrong, players think it’s dumb.
Fundamental Truth:
The hard stuff is easy, and the easy stuff is hard
Fundamental Truth:
90% of the effort is spent on the “easy” stuff.
WHERE DOES A.I. LIVE?
1
Character
Adversaries
Pac Man
Namco
Halo 2
Bungie/Microsoft
Alien: Isolation
The Creative Assembly
Adversaries
Workable
Designer and engineer can author and maintain lots of “A.I.
content”.
Coherent
A.I. seems alive
Focused attention, priorities
Transparent
player can explain and interpret actions
player can predict
http://youtu.be/BdH3eC_ZfIs
Third
Eye
Crime
Moonshot
Games
Companions
Half-Life 2
Bioshock: Infinite
Last Of Us
Valve
Irrational Games / 2K
Naughty Dog
http://youtu.be/2viudg2jsE8?t=10m46s
Bioshock: Infinite
Irrational Games / 2K
1
Character
2
Squad
Squads
FIFA 13
EA Sports
Brothers in Arms: Hell’s Highway
Gearbox
Player Approach
Generator 1
Generator 2
Player Approach
Generator 1
Generator 2
http://youtu.be/vMvbiqkAxO4
Halo 3
Bungie/Microsoft
1
Character
2
Squad
3
Crowd
Crowds
Assassin’s Creed: Unity
Ubisoft
Grand Theft Auto V
Rockstar Games
Crowds
http://youtu.be/pqBSNAOsMDc
Aggregate Dynamics for Dense Crowd Simulation
Narain et al. University of North Carolina at Chapel Hill
1
Character
2
Squad
3
Crowd
4
Strategy
Strategy
Total War: Rome II
Introversion
StarCraft II
Blizzard
Strategy
1
Character
2
Squad
3
Crowd
4
Strategy
5
Societies
Societies
SimCity 2013
Maxis / EA
Civilization V
Firaxis
Societies
Civilization IV
Firaxis
1
Character
2
Squad
3
Crowd
4
Strategy
5
Societies
6
Player Modeling
Player Modeling
This is Football
Sony
Forza 5
Turn 10 Studios / Microsoft
Player Modeling
Player Modeling
1
Character
2
Squad
3
Crowd
4
Strategy
5
Societies
6
Player Modeling
7
Procedural Generation
Procedural Generation
No Man’s Sky
Hello Games
Minecraft
Mojang
http://youtu.be/SwSUpFovMTg
The Flame in the Flood
The Molasses Flood
Procedural Narrative
<Versu>
Façade
Michael Mateas and Andrew Stern
Versu
Little Text People
1
Character
2
Squad
3
Crowd
4
Strategy
5
Societies
6
Player Modeling
7
Procedural Generation
8
Analytics & Big Data
Analytics & Big Data
League of Legends
Riot Games
Farmville
Zynga
Analytics & Big Data
League of Legends
(Oct 2013)
32.5 Million daily
1.3 Billion hours played
per month
Farmville 2
(Dec 2012)
40 Million Monthly
8 Million Daily
Analytics & Big Data
A/B Testing
Log /Transcript Analysis
Population Clustering / Segmentation
etc.
CONCLUSIONS
Why I Do This
AI is Applied Research
Wide variety of challenges
Central to the player experience
History Repeats Itself
Game AI is recapitulating Academic AI
The Field is Fragmenting
Incorporating more statistical techniques
Questions?
Damian Isla
@damian_isla