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AI and GAMES

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Some games to explore. Yahoo AI Games directory. Mostly chatbots; 20 questions is good. ... The entire Yahoo web games directory can be fun to explore. ... – PowerPoint PPT presentation

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Title: AI and GAMES


1
AI and GAMES
CSC 8520, Villanova University Spring, 2004 Paula
Matuszek Robin McEntire
2
Some games to explore
  • Yahoo AI Games directory. Mostly chatbots 20
    questions is good.
  • Yahoo Artificial Life . I like Insaniquarium.
  • Chinook. The world man-machine champion checkers
    player.
  • A Mastermind variant.
  • Othello (Reversi). One of the classic neural net
    testbeds.
  • Battleship (Armada).
  • The entire Yahoo web games directory can be fun
    to explore. Which of these seem to have an AI
    component?

3
GAMES and AI
  • Most of these games are using AI. Here are some
    discussion points
  • Agents which of these games have autonomous
    agents? Whats the PEAS description?
  • What AI techniques are being used?
  • A search (eg, for path finding)
  • Alpha-Beta search (eg, for choosing a move)
  • Knowledge representation
  • Natural language processing
  • Artificial life and flocking/swarming
  • Reasoning
  • Learning

4
Insaniquarium
  • Agents with PEAS?
  • Performance measure
  • Environment
  • Actuators
  • Sensors
  • Search?
  • Knowledge Representation?
  • Natural Language processing?
  • Logic and inference?
  • Other?

5
Chinook
  • Agents with PEAS?
  • Performance measure
  • Environment
  • Actuators
  • Sensors
  • Search?
  • Knowledge Representation?
  • Natural Language processing?
  • Logic and inference?
  • Other?

6
Battleship
  • Agents with PEAS?
  • Performance measure
  • Environment
  • Actuators
  • Sensors
  • Search?
  • Knowledge Representation?
  • Natural Language processing?
  • Logic and inference?
  • Other?

7
Mastermind
  • Agents with PEAS?
  • Performance measure
  • Environment
  • Actuators
  • Sensors
  • Search?
  • Knowledge Representation?
  • Natural Language processing?
  • Logic and inference?
  • Other?

8
Role Playing Games Non-Player Characters
(Helpers, Opponents)
  • Agents with PEAS?
  • Performance measure
  • Environment
  • Actuators
  • Sensors
  • Search?
  • Knowledge Representation?
  • Natural Language processing?
  • Logic and inference?
  • Other?

9
Summary
  • Even very basic AI can contribute to games in a
    variety of ways.
  • Most important single AI technique for gaming?
    Probably A.
  • AI can provide opponents, partners, support
    characters, story directors, commentators.
  • AI and artificial life are fun. ALife doesnt
    have to be Turing-test level of intelligence for
    good gaming.

10
From a GAME perspective
  • There are two fields that are relevant here
  • AI
  • AI has techniques to contribute to games.
  • Games are a fertile field for AI research.
  • Games
  • Gaming has enormous market importance.
  • Games are growing increasingly sophisticated in
    all dimensions
  • A game has to be fun use whatever AI techniques
    aid that.

11
Game Design, Game AI
Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
12
Background Game Genres
  • Racing other cars
  • Action enemies, allies
  • Real Time Strategy (RTS) units, commanders (for
    both sides)
  • Role Playing Games (RPG) monsters, party
    members, Non Player Characters
  • Sports players, coaches, commentators
  • Shooter targets, more targets

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
13
Obvious Examples of AI
  • Car Game write a virtual driver
  • Shooter write a virtual player
  • Sports Games write a virtual coach
  • RTS write a virtual general

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
14
Mini Case Study Racing Game History
  • No AI cars, only real players are drivers
  • AI cars which follow scripted path
  • Follow path, adjust speed
  • Feedback system to follow path
  • Rubber band near player
  • Attempt to have driver personality

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
15
Somewhat Real Examples
  • Car Game write AI to keep races close
  • Shooter enemies die lots, win little
  • Sports commentators, help player
  • RTS generals who work on pacing
  • It is A Question of Design Purpose

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
16
Game Development
  • What is the goal for Player Experience?
  • How is the AI going to further that goal?
  • Role of the designer
  • Role of the programmer
  • How design evolves
  • Constraints

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
17
Roles of a Game AI
  • Tool for the designer
  • Foil for the player, creates opportunity
  • Dynamic challenge
  • Events Emulation v. Simulation
  • Assists in Driving the action

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
18
Shipping Games vs. Test Code
  • Hard constraint on CPU usage
  • Reproducibility is vital, for test and design
  • Must be fun, not correct
  • Must succeed, finish, do something, always

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
19
Mini Case Study
  • The Thief AI

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
20
Design Goals
  • Player is going to be a Thief
  • i.e. Sneak Around, Ambush, Hide, Steal
  • AI must allow players to make plans
  • And react to player actions, provide challenge
  • Game will feature a loose overall story
  • Ability to script/override behavior
  • In-game actions fed back out to story control

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
21
Watch-able by the player
  • Has to go about its business with intent
  • Actions must make sense to player
  • interestingly predictable
  • present play opportunities for player
  • Overemphasize thoughts
  • Telegraph all actions
  • Goals must be very explicit

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
22
Implementation
  • Model senses, detection, awareness
  • Simple event based reaction scripts
  • Tagging of world objects which notify AI
  • Patrol paths, dynamic go-to-object
  • Rule based match database for speech
  • Heavily designer driven, toolset approach

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
23
Requirements
  • Focus on the Player Experience
  • Allow player to understand AI actions
  • Needs to achieve design aim (and fun)
  • Configurable, Override-able, Testable
  • Satisfies data and speed constraints

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
24
Themes
  • Player Player Player Player Player Player
  • How can AI enhance player experience
  • AI is facilitator of the fun
  • Enable creative expression for player
  • Allow player to impact the world
  • Put player in interesting situations

Based on Doug Church, October, 2001
ai.eecs.umich.edu/people/laird/game-seminar/Doug-C
hurch.ppt
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