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Research Directions in
Computer Game AI
Rafael Cabredo
Your speaker…
Rafael Cabredo
• Faculty at De La Salle University
• Research interests:
– AI in Computer Games
– Graphics
– Game Development
• Contact info:
– [email protected]
Emerging Technologies for Philippines 2020
R. Cabredo, DLSU, College of Computer Studies
What will I talk about?
Artificial Intelligence
in
Computer Games
Emerging Technologies for Philippines 2020
R. Cabredo, DLSU, College of Computer Studies
Key questions
•
•
•
•
Why study computer games?
Why study AI in games?
What kind of research is involved?
What has been done in this area?
– Local research
– International research
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R. Cabredo, DLSU, College of Computer Studies
The Computer Game Industry
But first,
How many of you play computer
games during your free time?
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The Computer Game Industry
1st games
(~50 years ago)
Pong from Atari
(2 players)
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10 years later
Pacman
AI for Ghosts
2000
Motion capture
High level design
3D animation
Large-scale terrain
MMOG
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Some facts…
• 50% of all Americans age 6 and older play
computer and video games
• The average age of a game player is 29 years
• 92% of all games are purchased by adults
• 43% of game players are women
• 60% of frequent gamers play with friends
Emerging Technologies for Philippines 2020
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Some facts…
• There will be 131M online gamers
worldwide in 2006 (DFC Intelligence
Report)
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Impact on Economy
• Total Gamers = 430M in 2003
(1/4 are online)
• Over US$ 20B compared to US$ 70B in
movie industry
• EA, 4th largest software company in 2003
• In the Asia Pacific region, online gaming
has contributed US$ 533M to video game
business in 2002
Emerging Technologies for Philippines 2020
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Impact on Economy
• “The releases of Doom 3 and Half-life 2
may be responsible for more computer
upgrades than any other factor”
• Article in inq7.net by Oliva, Erwin
“Online Gaming boosts hardware sales in
RP”
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Philippine Game Industry
According to IDC:
• US$2.8 million subscription revenue in
2003 from nearly zero in 2002
• CAGR 2002-2007 of 58.4% in online
gaming subscription
• Internet café factor
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Philippine Game Industry
According to IDC:
• viable broadband options and attractive
price
• pre-paid cards still preferred (no viable
alternatives)
• MMORPG continues to dominate
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Philippine Game Industry
• In 2000, game related companies were
mostly game publishers
ex. Level-up!, Mobius
• First Filipino game development company
that published a PC game:
Anino Entertainment
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Philippine Game Industry
• Currently around 14 game dev companies
–
–
–
–
–
–
–
–
Anino entertainment
Anino Mobile
Azalea
Blitsoft, Ltd.
Cube Interactive
eSoft Interactive
Flipside Games
Gametel
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– Laro Corporation
– Ladyluck Digital Media
Inc.
– Matahari Studios
– Secret Six
– Slycesoft Games
Development
Company
– ViTAS Development
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Summary
• There is a market for games in the
country (mobile / online games)
• The Philippines has started to gain
interest in game development
• Game industry = BIG money
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What makes games sell?
Currently selling point of games:
1. Game Design
a. Interactive & Dynamic
b. New kinds of design/games
c. Replayability
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R. Cabredo, DLSU, College of Computer Studies
What makes games sell?
Currently selling point of games:
2. Graphics
a.
b.
c.
d.
Humans are visual
Full 3D
Realism in the virtual world (physics)
Non-photorealism / new art styles
Emerging Technologies for Philippines 2020
R. Cabredo, DLSU, College of Computer Studies
What about AI?
• Not a priority in game development
• Difficult to market
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Recent developments
Jason Rubin observed (GDC-Europe, 2003):
• Graphical improvement is slowing down.
• The consumer is less aware of
differences.
• We have passed the threshold and
graphics is no longer a primary selling
point for games.
Emerging Technologies for Philippines 2020
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Recent developments
• Technology has developed faster
processors, and dedicated hardware for
graphics and physics
• Processor can be used for handling AI
computations
• Pathfinding chip is being designed
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AI in Games
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What kind of games?
• Not the Classic games
8-Puzzle problem
Chess
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圍棋 (wéiqí) / Go / 囲碁 (Kanji)
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What kind of games?
Deterministic
Chance
Perfect
Chess, Checkers, Backgammon,
Information
Go, Othello
Monopoly
Imperfect
Information
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Games of the
General
Pusoy Dos,
Poker,
Scrabble
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What kind of games?
• “real” games
• Environment characteristics:
–
–
–
–
–
Imperfect information
Dynamic
Interactive
Non deterministic
(persistent)
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Areas of Research
• Intelligent opponents
• Intelligent teammates & units (the stupid
wingman problem)
• Guiding behavior of NPCs
–
–
–
–
Steering
Pathfinding
Scripting
Final State Machines
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Steering / Navigation
• Movement to an “easy to reach” target
location
• Use vectors
Applications:
• Individual behaviors
– Obstacle Avoidance
– Wall / Path / Flow field following
• Coordinated group movement:
– Flocking (Birds/fish)
– Queuing (at a doorway or fork)
– Leader following
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Pathfinding
• Uses waypoints to help NPCs find a route
• Most used algorithm: A*
Software Demonstration
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Finite State Machine
FSMs describe under which events or
conditions a current state is to be
replaced by another
ex., switching from attack to escape
mode
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Finite State Machine
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Finite State Machine
From Quake
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Finite State Machine
• FSM incorporating the use of probability
theory for modeling decision-making
under uncertainty.
• Approach: Bayesian Networks
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Other Areas of Research
• Voice recognition
– Must accept all sorts of people, without any
training.
• Computer-generated speech
– Must not only handle inflections but also
create a sense of the character and
personality of the speaker.
– Recorded snippets can only go so far.
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Areas of Research
• Natural language comprehension and
generation
• Automated storytelling (the AI dungeon
master)
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Façade
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(Mateas, 2005)
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Drama = character + plot
Characters
Personality
Emotion
Self motivation
Change
Social relationships
Consistency
Illusion of life
Tension/Complexity
•
•
•
•
•
•
•
Plot structure
Climax
Crisis
Falling action
Rising action
Exposition
Inciting
incident
Denouement
Time
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Game-Specific Approaches
Sport Games
• AI in games / NPCs should not have
optimal solutions. Instead they should
maximize the players fun
• AI is also used in camera control and
commentator script
FIFA 2005
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Game-Specific Approaches
Strategy Games
• It’s ok to cheat as long as it increases
player’s fun (makes the game more
challenging)
Lord of the Rings:
Battle for Middle Earth
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Game-Specific Approaches
Racing Games
• Not about realism but fun for the player
• More on steering
• Allow a car to be infront of the player
just to add more challenge
• Has more realistic physics
Emerging Technologies for Philippines 2020
R. Cabredo, DLSU, College of Computer Studies
Related Research @ DLSU-CCS
• Intelligent opponents
– CAN: Case Based Reasoning in an Adversarial
Non-Player Character
– MAHUSAI: Using a Supervised Learning
Algorithm in a Real-Time Strategy Game
– RL Hero: A Reinforcement Learning Hero in a
Real-Time Strategy Game
Emerging Technologies for Philippines 2020
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Related Research @ DLSU-CCS
• User Support
– UMAGA: User Modeling to Assist in a Game
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Agimat
• Uses Stratagus
and Wargus open
source
• An RTS game
environment
• Uses LUA
scripting for unit
behavior
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R. Cabredo, DLSU, College of Computer Studies
CAN
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MAHUSAI
Training of
MAHUSAI
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RL Hero
RL Hero: Kapre
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Demo of RL Hero
Run demo
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UMAGA
Predicts
behavior of
user and
assists during
the game
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Games in Education
VocaVentures
(2003)
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Other related research
• Development of Game development Tools
– 2D Integrated Development Environment for
Mobile Games
– 3D Game API for Mobile Games
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Take home points
1. Game Development is HERE
a. A lot of focus on mobile games
b. Growing interest in PC / console based
development
2. There are a lot of research
opportunities
3. The Filipino talent and ingenuity can
help develop the economy
Emerging Technologies for Philippines 2020
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Resources
Adams, E. (2005) Emerging Issues in Game Design. Future Play 2005
Mateas, M. (2005) AI is the future of gaming. Future Play 2005
Nareyek, Alexander. “Artificial Intelligence and Computer GamesState of the Art and Challenges”. Lecture at Center for Engineering
and Sustainable Development Research, Waldo Perfecto Seminar
Room, De La Salle University. October 19, 2004
Nareyek, Alexander (2004). AI in Computer Games. QFocus: Game
Development. pp.59-65 [online] Available: http://www.aicenter.com/publications/nareyek-acmqueue04.pdf
Emerging Technologies for Philippines 2020
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Links to AI in Games
• Artificial Intelligence Interface Standards Workshop of
the International Game Developers Association
(http://www.igda.org/ai/)
• Steven Woodcock’s Game AI Resources
(http://www.gameai.com)
• Game AI Articles and Research
(http://www.aiwisdom.com)
• Arnit Patel’s Game Programming and A* information
(http://www-csstudents.stanford.edu/~amitp/gameprog.html#paths)
Emerging Technologies for Philippines 2020
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Links to AI in Games
• Craig Reynold’s Resources on Steering
(http://www.red3d.com/cwr/steer)
• The EXCALIBUR Project (goal-directed action planning)
(http://www.ai-center.com/projects/excalibur/)
• “Computer Games – Boon or Bane for AI Research?” (an
article about whether AI research makes relevant
contributions) (http://www.aicenter.com/references/nareyek-04gameairesearch.html)
Emerging Technologies for Philippines 2020
R. Cabredo, DLSU, College of Computer Studies
Research Directions in
Computer Game AI
Rafael Cabredo
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