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Artificial Inteligance
What Is an AI
• An AI creates intelligent Behaviours for the Non-Playable characters
(NPC).
• An example of this is in a FPS game in where an NPC has near perfect
aim where as yours maybe terrible.
What is the purpose of the AI
• The purpose of artificial intelligence is to make characters in the game
that use simple algorithms to work out there area in the game level
and then move to a new area without hitting the walls, AI may also be
given other functionality such as firing weapons and special
animations.
How has the AI Advanced
• During the golden age of arcade games, AI opponents was largly
popularised frome the success of space invaders (1978)
• In recent years the analysis and immediate adaptions for AI have
grown. For example games like Façade (2005) which creates multiple
dialogue ways help create a more entertaining gameplay.
• Artificial Intelligence is there to instruct characters that are not
controlled by players. (NPCs). The features of Artificial are endless,
but generally the AI is programmed to respond to an action made by
a player. When creating features of Artificial Intelligence the trick is to
limit the AI’s skill. Games developers can’t release games with NPC’s
above the level of human skill. (The game would be unplayable). The
Artificial Intelligence has a responsibility to challenge the players, and
also follow at set of commands after players have triggered them. For
example early versions of AI were based around board games such as
chess and checkers. Once a player takes their turn the AI would
already be trying to predict their next move.
History of AI
• Over the years AI or artificial intelligence has become more of a focus
within game engines and developed drastically. First AI was very basic, a
system that kept NPC on a path or like some sort of pattern, giving the
appearance that the NPC was clever then just basically a target that stood
still. For example earlier games like Super Mario had enemy NPC walk up
and down a selection of the platform, like they were patrolling an area but
when they saw the player they didn’t react when in later years AI
developed so when the player was in sight of the NPC’s direction, the NPC
would react and would accelerate towards the player’s position on the
screen. Another example the Fox Engine, Konami’s game engine for the
Metal Gear franchise has always have a heavy focus on their AI. NPC would
patrol an area and react to seeing the player, given the explanation mark
on top of the head and having NPC’s body react to being surprised to
seeing the player, gives an immersive experience for the player.
• Developers over the years and incorporated an AI system into their
game engines, making it a lot easier to apply an AI system to an NPC.
Depending on the genre of games, developers should consider how
the NPC reacts to situation like if the player attacked an NPC the AI
should recognize the players is trying to start a combat phrase and
should react if the health bar reaches zero. In some games, some NPC
especially some modern day boss battles, after losing an amount of
health the Boss would become more aggressive and increase the
difficulty, giving the player more of a challenge. Developers should
also consider if NPC should follow a pathway, giving the illusion of the
NPC having a role within the game world, even though the NPC is just
walking around and not really reacting with the world.