Artificial Intelligence in Video Games Jason Fuller 1

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Artificial Intelligence in Video Games Jason Fuller 1

Artificial Intelligence in Video Games Jason Fuller 1

What is Game AI? Ø Imitate intelligence in the actions of non-player characters (NPCs).

What is Game AI? Ø Imitate intelligence in the actions of non-player characters (NPCs). Ø Make the game “feel” real. Ø Obey laws of the game Ø Show decision making and planning 2

Goals of Game AI Ø Be fun! Ø Be challenging but not overwhelming (unless

Goals of Game AI Ø Be fun! Ø Be challenging but not overwhelming (unless the hardest difficulty is selected) Ø Do not hog all the resources! (CPU time) Ø Make sure the AI does not cheat! (At least do not get caught) Ø AI often get bonuses when difficulty increases 3

Types of Games 1. Action games Ø Shooters (FPS and Third-Person) Ø Racing, Sports

Types of Games 1. Action games Ø Shooters (FPS and Third-Person) Ø Racing, Sports 2. RPG games (Role Playing Game) Ø Often include many action game aspects of AI 3. RTS games (Real Time Strategy) 4

Game AI Types Ø Action and RPG AI tend to work better with Finite

Game AI Types Ø Action and RPG AI tend to work better with Finite State Machine based AI Ø RTS AI used Finite State Machines in the early years of AI development. Ø RTS AI work best with Artificial Neural Networks and Fuzzy Logic Ø Both contain path finding components 5

AI Path Finding Dijkstra’s Algorithm A* Algorithm Ø Most commonly used Ø Finds the

AI Path Finding Dijkstra’s Algorithm A* Algorithm Ø Most commonly used Ø Finds the shortest path Ø The world or map of the game is represented by a grid of points 6

A* Algorithm Ø Allows for high optimization Ø Either by changing the search algorithm

A* Algorithm Ø Allows for high optimization Ø Either by changing the search algorithm to better suit the game or by changing the data structures. Ø Very similar to how people move between locations in a city. 7

Finite State Machines (FSM) Ø Simplest and most basic AI model. Ø Consists of:

Finite State Machines (FSM) Ø Simplest and most basic AI model. Ø Consists of: Ø States Ø State Transitions Ø Most common for Action games! Ø Not many different actions for NPCs 8

Finite State Machines Ø Among the States and State Transitions there are 4 components:

Finite State Machines Ø Among the States and State Transitions there are 4 components: Ø States which define behavior Ø State transitions which are the movement from one state to another Ø Conditions which must be met for state transition Ø Events/Actions which are internally or externally generated which may lead to a state transition 9

FSM Example 10

FSM Example 10

FSM Disadvantages Ø Very predictable Ø Too many states get tough to organize Ø

FSM Disadvantages Ø Very predictable Ø Too many states get tough to organize Ø Since there are such crisp rules between states, NPC does not feel natural 11

FSM within a State Ø States have a FSM within them 12

FSM within a State Ø States have a FSM within them 12

Modern FSM Example 13

Modern FSM Example 13

History of Finite State Machines Ø In 1952, the game Nim used AI to

History of Finite State Machines Ø In 1952, the game Nim used AI to play against an opponent. Ø 1960’s & 1970’s Ø Spacewar! Ø Pong Ø Space Invaders Ø 1980’s Ø Simcity 14

History Continued Ø 1990’s Ø Dragon Quest IV Ø Warcraft Ø Half-Life 15

History Continued Ø 1990’s Ø Dragon Quest IV Ø Warcraft Ø Half-Life 15

Artificial Neural Networks (ANN) Ø No agreed definition, most common one is “a network

Artificial Neural Networks (ANN) Ø No agreed definition, most common one is “a network of simple processing elements, which can exhibit complex global behavior, determined by the connections between the processing elements and element parameters. ” Ø Mathematical model inspired by biological neural networks. Ø An adaptive structure that can learn. 16

ANN Structure Ø Very similar to the structure of our brain. Ø Input layer,

ANN Structure Ø Very similar to the structure of our brain. Ø Input layer, processing (hidden) layer, output layer Ø Learns by example 17

ANN Structure Ø The hidden layer is not just a straight line of nodes

ANN Structure Ø The hidden layer is not just a straight line of nodes Ø Each node in the hidden layer will contain just a small part of the overall calculation Ø The nodes have connections between each other with certain weights 18

ANN Structure Ø The weight of the connections between the nodes determine the outcomes

ANN Structure Ø The weight of the connections between the nodes determine the outcomes of the calculations Ø If a node is triggered by 2 different nodes it can then determine which one is more important 19

ANN Learning 20

ANN Learning 20

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Black & White Ø Came out in 2001 Ø First to effectively use Artificial

Black & White Ø Came out in 2001 Ø First to effectively use Artificial Neural Networks 23

Halo Wars Ø Came out in 2009 Ø Featured a “Custom” difficulty level that

Halo Wars Ø Came out in 2009 Ø Featured a “Custom” difficulty level that used Artificial Neural Networks 24

Fuzzy Logic Ø Introduced in 1965 for use in Artificial Intelligence research Ø Present

Fuzzy Logic Ø Introduced in 1965 for use in Artificial Intelligence research Ø Present problems to computers in a way similar to how humans solve problems and that everything is a matter of degree (or preference or context). 25

Example Problem A store owner needs to decide how much produce to order. Elements

Example Problem A store owner needs to decide how much produce to order. Elements to take in to consideration: Ø Time of year? Ø What is the weather like? Ø Is there a Holiday coming up? 26

Video § Fuzzy Logic: An Introduction 27

Video § Fuzzy Logic: An Introduction 27

Games Now that the major types of AI have been covered, I will go

Games Now that the major types of AI have been covered, I will go into more detail about what games they are used in. 28

Racing Game AI Ø Large-scale cheating! Ø AI already know the track and optimal

Racing Game AI Ø Large-scale cheating! Ø AI already know the track and optimal path Ø AI already has complete behavior determined before the start of the race 29

Racing AI graphs General Path Optimal Path 30

Racing AI graphs General Path Optimal Path 30

Racing Game AI Ø In its basic form, it is the most basic of

Racing Game AI Ø In its basic form, it is the most basic of game AI but in some of the racing simulators, the AI are more complicated Ø If the player is using the optimal path, the AI will actively try to push them off of it. Ø The AI will also use tricks such as spinning out opponents by making their back tires lose grip. 31

FPS Game AI Ø Implemented with a layered structure Ø Bottom layers control the

FPS Game AI Ø Implemented with a layered structure Ø Bottom layers control the path finding tasks and animation selection Ø Higher layers control the tactical reasoning which is where the Finite State Machine would be. 32

A* Graph of FPS or RPG World General path Playable Zone Unplayable Zone 33

A* Graph of FPS or RPG World General path Playable Zone Unplayable Zone 33

FPS Continued Ø F. E. A. R. series has revolutionary AI Ø AIs have

FPS Continued Ø F. E. A. R. series has revolutionary AI Ø AIs have knowledge of map elements and will flank the player Ø AI will break through walls and windows to get to the player Ø AI will rush when they heavily outnumber the player 34

RPG Game AI Ø Many encounters with AI are unscripted Ø GTA IV and

RPG Game AI Ø Many encounters with AI are unscripted Ø GTA IV and Far Cry 2 made great leaps in “friendly” AI 35

Elder Scrolls IV: Oblivion Ø Released in 2006 Ø During testing, a story important

Elder Scrolls IV: Oblivion Ø Released in 2006 Ø During testing, a story important NPC kept being found dead. Ø A mechanic of the AI was the cause. 36

Bioshock Infinite Ø The player companion, Elizabeth (who is an AI), is almost entirely

Bioshock Infinite Ø The player companion, Elizabeth (who is an AI), is almost entirely unscripted. 37

RTS Game AI Ø Started out using Finite State Machines to control AI Ø

RTS Game AI Ø Started out using Finite State Machines to control AI Ø Too many options to cover Ø AI was “dumb” Ø AI would build up in a strict way Ø Once the player found a strategy that worked against the AI, it would always work. Ø RTS AI switched to a combination of Fuzzy Logic and Artificial Neural Networks 38

RTS Game AI Ø By changing to Fuzzy Logic and Artificial Neural Networks (ANN):

RTS Game AI Ø By changing to Fuzzy Logic and Artificial Neural Networks (ANN): Ø Fuzzy Logic led to smarter responses to attacks Ø ANN led to smarter development of base and better long term decisions 39

A* Graph of RTS Map 40

A* Graph of RTS Map 40

RTS Continued Ø Maxis is again changing the simulation landscape with the new Simcity

RTS Continued Ø Maxis is again changing the simulation landscape with the new Simcity Ø Every “Sim” is a full AI Ø Have there own agenda Ø Have specific wants and needs 41

Video § Sim. City: Economics AI 42

Video § Sim. City: Economics AI 42

Future of Game AI Ø Game AI have made great leaps forward since they

Future of Game AI Ø Game AI have made great leaps forward since they were first developed. Ø An AI that can learn how you play a game would be a great opponent 43

References § Champandard, Alex. "Top 10 Most Influential AI Games. " Aigamedev. com. N.

References § Champandard, Alex. "Top 10 Most Influential AI Games. " Aigamedev. com. N. p. , 12 Sept. 2007. Web. 25 Feb. 2013. <http: //aigamedev. com/open/review/top-ai-games/>. § Grant, Eugene, and Rex Lardner. "The Talk of the Town. " The. New. Yorker. com. The New Yorker, 02 Aug. 1952. Web. 25 Feb. 2013. <http: //www. newyorker. com/archive/1952/08/02/1952_08_02_018_TNY_CARDS_00023 6053>. § Grzyb, Janusz. "Artificial Intelligence in Games. " - Code. Project. Software Developer's Journal, n. d. Web. 25 Feb. 2013. <http: //www. codeproject. com/Articles/14840/Artificial. Intelligence-in-Games>. § "Neural Networks: A Requirement for Intelligent Systems. " N. p. , 2007. Web. 25 Feb. 2013. <http: //www. learnartificialneuralnetworks. com/#training>. § "Short Term Decision Making with Fuzzy Logic And Long Term Decision Making with Neural Networks In Real-Time Strategy Games. " Hevi. info. N. p. , n. d. Web. 25 Feb. 2013. <http: //www. hevi. info/tag/artificial-intelligence-in-real-time-strategy-games/>. 44

Videos § Fuzzy Logic http: //www. youtube. com/watch? feature=player_detailpage&v=P 8 w. Y 6 mi

Videos § Fuzzy Logic http: //www. youtube. com/watch? feature=player_detailpage&v=P 8 w. Y 6 mi 1 v. V 8 #t=117 s § Sim. City http: //www. youtube. com/watch? feature=player_detailpage&list=UUnje_8 il. XP 7 KB 2 vdssy. AWug&v=Mx. Tcm 1 YFKc. U#t=37 s 45

QUESTIONS? 46

QUESTIONS? 46