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AI and GAMES CSC 8520, Villanova University Spring, 2004 Paula Matuszek & Robin McEntire.

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AI and GAMES AI and GAMES CSC 8520, Villanova University Spring, 2004 Paula Matuszek & Robin McEntire
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AI and GAMESAI and GAMES

CSC 8520, Villanova University

Spring, 2004

Paula Matuszek & Robin McEntire

Some games to exploreSome games to explore Yahoo AI Games directory. Mostly chatbots; Yahoo AI Games directory. Mostly chatbots;

20 questions is good.20 questions is good. Yahoo Artificial Life . I like Yahoo Artificial Life . I like InsaniquariumInsaniquarium. . Chinook. The world man-machine champion Chinook. The world man-machine champion

checkers player.checkers player. A Mastermind variant.A Mastermind variant. Othello (Reversi). One of the classic neural Othello (Reversi). One of the classic neural

net testbeds.net testbeds. Battleship (Armada).Battleship (Armada). The entire Yahoo web games directory can The entire Yahoo web games directory can

be fun to explore. Which of these seem to be fun to explore. Which of these seem to have an AI component?have an AI component?

GAMES and AIGAMES and AI Most of these games are using AI. Here are Most of these games are using AI. Here are

some discussion points:some discussion points: Agents: which of these games have Agents: which of these games have

autonomous agents? What’s the PEAS autonomous agents? What’s the PEAS description?description?

What AI techniques are being used?What AI techniques are being used?– A* search (eg, for path finding)A* search (eg, for path finding)– Alpha-Beta search (eg, for choosing a move)Alpha-Beta search (eg, for choosing a move)– Knowledge representationKnowledge representation– Natural language processingNatural language processing– Artificial life and flocking/swarmingArtificial life and flocking/swarming– ReasoningReasoning– LearningLearning

InsaniquariumInsaniquarium

Agents with PEAS?Agents with PEAS?– Performance measurePerformance measure– EnvironmentEnvironment– ActuatorsActuators– SensorsSensors

Search?Search? Knowledge Representation?Knowledge Representation? Natural Language processing?Natural Language processing? Logic and inference?Logic and inference? Other?Other?

ChinookChinook

Agents with PEAS?Agents with PEAS?– Performance measurePerformance measure– EnvironmentEnvironment– ActuatorsActuators– SensorsSensors

Search?Search? Knowledge Representation?Knowledge Representation? Natural Language processing?Natural Language processing? Logic and inference?Logic and inference? Other?Other?

BattleshipBattleship

Agents with PEAS?Agents with PEAS?– Performance measurePerformance measure– EnvironmentEnvironment– ActuatorsActuators– SensorsSensors

Search?Search? Knowledge Representation?Knowledge Representation? Natural Language processing?Natural Language processing? Logic and inference?Logic and inference? Other?Other?

MastermindMastermind

Agents with PEAS?Agents with PEAS?– Performance measurePerformance measure– EnvironmentEnvironment– ActuatorsActuators– SensorsSensors

Search?Search? Knowledge Representation?Knowledge Representation? Natural Language processing?Natural Language processing? Logic and inference?Logic and inference? Other?Other?

Role Playing Games: Non-Player Role Playing Games: Non-Player Characters (Helpers, Opponents)Characters (Helpers, Opponents)

Agents with PEAS?Agents with PEAS?– Performance measurePerformance measure– EnvironmentEnvironment– ActuatorsActuators– SensorsSensors

Search?Search? Knowledge Representation?Knowledge Representation? Natural Language processing?Natural Language processing? Logic and inference?Logic and inference? Other?Other?

SummarySummary

Even very basic AI can contribute to Even very basic AI can contribute to games in a variety of ways.games in a variety of ways.

Most important single AI technique for Most important single AI technique for gaming? Probably A*.gaming? Probably A*.

AI can provide opponents, partners, AI can provide opponents, partners, support characters, story directors, support characters, story directors, commentators.commentators.

AI and artificial life are fun. ALife AI and artificial life are fun. ALife doesn’t have to be Turing-test level of doesn’t have to be Turing-test level of intelligence for good gaming.intelligence for good gaming.

From a GAME perspectiveFrom a GAME perspective

There are There are twotwo fields that are relevant here fields that are relevant here AI: AI:

– AI has techniques to contribute to games.AI has techniques to contribute to games.– Games are a fertile field for AI research.Games are a fertile field for AI research.

Games: Games: – Gaming has Gaming has enormousenormous market importance. market importance.– Games are growing increasingly sophisticated Games are growing increasingly sophisticated

in all dimensionsin all dimensions– A game has to be fun; use whatever AI A game has to be fun; use whatever AI

techniques aid that.techniques aid that.

Game Design, Game AIGame Design, Game AI

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

Background: Game GenresBackground: Game Genres Racing – other carsRacing – other cars Action – enemies, alliesAction – enemies, allies Real Time Strategy (RTS) –units, Real Time Strategy (RTS) –units,

commanders (for both sides)commanders (for both sides) Role Playing Games (RPG) – monsters, Role Playing Games (RPG) – monsters,

party members, Non Player Charactersparty members, Non Player Characters Sports – players, coaches, Sports – players, coaches,

commentators commentators Shooter – targets, more targetsShooter – targets, more targets

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

Obvious Examples of AIObvious Examples of AI

Car Game – write a virtual driverCar Game – write a virtual driver Shooter – write a virtual playerShooter – write a virtual player Sports Games – write a virtual coachSports Games – write a virtual coach RTS – write a virtual generalRTS – write a virtual general

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

Mini Case Study: Mini Case Study: Racing Game HistoryRacing Game History

No “AI” cars, only real players are No “AI” cars, only real players are driversdrivers

““AI” cars which follow scripted pathAI” cars which follow scripted path Follow path, adjust speedFollow path, adjust speed Feedback system to follow pathFeedback system to follow path ““Rubber band” near playerRubber band” near player Attempt to have driver “personality” Attempt to have driver “personality”

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

Somewhat Real ExamplesSomewhat Real Examples

Car Game – write AI to keep races Car Game – write AI to keep races closeclose

Shooter – enemies die lots, win littleShooter – enemies die lots, win little Sports – commentators, help playerSports – commentators, help player RTS – generals who work on pacingRTS – generals who work on pacing It is A Question of Design PurposeIt is A Question of Design Purpose

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

Game DevelopmentGame Development

What is the goal for Player Experience?What is the goal for Player Experience? How is the AI going to further that How is the AI going to further that

goal?goal? Role of the designerRole of the designer Role of the programmerRole of the programmer How “design” evolvesHow “design” evolves ConstraintsConstraints

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

Roles of a Game AIRoles of a Game AI

Tool for the designerTool for the designer Foil for the player, creates opportunityFoil for the player, creates opportunity Dynamic challengeDynamic challenge Events: Emulation v. SimulationEvents: Emulation v. Simulation Assists in Driving the actionAssists in Driving the action

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

Shipping Games vs. Test CodeShipping Games vs. Test Code

Hard constraint on CPU usageHard constraint on CPU usage Reproducibility is vital, for test and Reproducibility is vital, for test and

designdesign Must be fun, not correctMust be fun, not correct Must succeed, finish, do something, Must succeed, finish, do something,

alwaysalways

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

Mini Case StudyMini Case Study

The Thief AIThe Thief AI

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

Design GoalsDesign Goals

Player is going to be a ThiefPlayer is going to be a Thief i.e. Sneak Around, Ambush, Hide, Steali.e. Sneak Around, Ambush, Hide, Steal

– AI must allow players to make plansAI must allow players to make plans– And react to player actions, provide And react to player actions, provide

challengechallenge Game will feature a loose overall storyGame will feature a loose overall story

– Ability to script/override behaviorAbility to script/override behavior– In-game actions fed back out to story In-game actions fed back out to story

controlcontrol

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

““Watch-able” by the playerWatch-able” by the player

Has to “go about it’s business” with Has to “go about it’s business” with intentintent

Actions must make sense to playerActions must make sense to player– ““interestingly predictable”interestingly predictable”– present play opportunities for playerpresent play opportunities for player

Overemphasize thoughtsOveremphasize thoughts– Telegraph all actionsTelegraph all actions– Goals must be very explicitGoals must be very explicit

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

ImplementationImplementation

Model senses, detection, awarenessModel senses, detection, awareness Simple event based “reaction” scriptsSimple event based “reaction” scripts Tagging of world objects which notify Tagging of world objects which notify

AIAI Patrol paths, dynamic “go-to-object”Patrol paths, dynamic “go-to-object” Rule based match database for speechRule based match database for speech Heavily designer driven, toolset Heavily designer driven, toolset

approachapproach

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

RequirementsRequirements

Focus on the Player ExperienceFocus on the Player Experience Allow player to understand AI actionsAllow player to understand AI actions Needs to achieve design aim (and fun)Needs to achieve design aim (and fun) Configurable, Override-able, TestableConfigurable, Override-able, Testable Satisfies data and speed constraintsSatisfies data and speed constraints

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

ThemesThemes

Player Player Player Player Player Player Player Player Player Player PlayerPlayer

How can AI enhance player experienceHow can AI enhance player experience AI is facilitator of the “fun”AI is facilitator of the “fun” Enable creative expression for playerEnable creative expression for player

– Allow player to impact the worldAllow player to impact the world– Put player in interesting situationsPut player in interesting situations

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


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