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AI and GAMES CSC 8520, Villanova University Spring, 2004 Paula Matuszek & Robin McEntire 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? GAMES and AI Most of these games are using AI. Here are some discussion points: Agents: which of these games have autonomous agents? What’s 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 Insaniquarium Agents with PEAS? – – – – Performance measure Environment Actuators Sensors Search? Knowledge Representation? Natural Language processing? Logic and inference? Other? Chinook Agents with PEAS? – – – – Performance measure Environment Actuators Sensors Search? Knowledge Representation? Natural Language processing? Logic and inference? Other? Battleship Agents with PEAS? – – – – Performance measure Environment Actuators Sensors Search? Knowledge Representation? Natural Language processing? Logic and inference? Other? Mastermind Agents with PEAS? – – – – Performance measure Environment Actuators Sensors Search? Knowledge Representation? Natural Language processing? Logic and inference? Other? 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? 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 doesn’t have to be Turing-test level of intelligence for good gaming. 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. Game Design, Game AI Based on: Doug Church, October, 2001: ai.eecs.umich.edu/people/laird/game-seminar/Doug-Church.ppt 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-Church.ppt 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-Church.ppt 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-Church.ppt 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-Church.ppt 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-Church.ppt 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-Church.ppt 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-Church.ppt Mini Case Study The Thief AI Based on: Doug Church, October, 2001: ai.eecs.umich.edu/people/laird/game-seminar/Doug-Church.ppt 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-Church.ppt “Watch-able” by the player Has to “go about it’s 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-Church.ppt 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-Church.ppt 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-Church.ppt 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-Church.ppt