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Artificial Intelligence in Games Videogame Design and Programming Prof. Pier Luca Lanzi References 2 • Artificial Intelligence for Games Ian Millington and John Funge http://ai4g.com/ • Unity 4.x Game AI Programming Aung Sithu Kyaw, Clifford Peters, & Thet Naing Swe Prof. Pier Luca Lanzi what is the role of artificial intelligence? Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi Resident Evil 2002 https://www.youtube.com/watch?v=wSmYSZGMZj0 Prof. Pier Luca Lanzi think “rationally” systems that think like humans systems that think rationally action “humanly” systems that act like humans systems that act rationally Prof. Pier Luca Lanzi Acting Like a Human • A system is “intelligent” if it acts like a human • Not only thinking but also acting • Turing test (1950) • Ability to match § Human-like performance § Sufficient to disguise a human operator Prof. Pier Luca Lanzi what is the role of artificial intelligence in video games? Prof. Pier Luca Lanzi “good artificial intelligence” Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi “good artificial intelligence” vs “fun artificial intelligence” Prof. Pier Luca Lanzi Good AI vs Fun AI 14 • “Good” AI § Beat player at own game § Essentially a human substitute • “Fun” AI § Algorithms are the content § Focus on the player’s experience Prof. Pier Luca Lanzi “good” artificial intelligence “fun” artificial intelligence rules arefixed symmetrical multi-player unlimited strategies objective evaluation coherent with the Turing test rules evolve asymmetrical single player limited strategies subjective evaluation irrelevant play to lose play to win Prof. Pier Luca Lanzi Far Cry 2 http://www.youtube.com/watch?v=sDiGYDNMsZU Prof. Pier Luca Lanzi intelligenza artificiale nei videogiochi? personaggi non giocanti generazione del contenuto animazioni game design, analisi dei giocatori, gameplay adattativo, ecc. Prof. Pier Luca Lanzi Artificial Intelligence and Games Prof. Pier Luca Lanzi 18 artificial intelligence in video games? non player characters content generation procedural animation analysis of player behavior adaptive gameplay, … Prof. Pier Luca Lanzi What is Game AI? 20 • Makes the characters in the game move • Decide what, where, how, when • Opposing/allied player AI • Path planning & collision avoidance • Animation selection Prof. Pier Luca Lanzi Game AI in High-End Videogames • • • Nascar 2002 – each driver has his own personality and driving style (controlled by a series of attributes) Warcraft 3 – NPCs form alliances, scout surrounding areas and devise battle plans to take enemies out Sims – each user controlled character interacts with a series of NPCs each one with his own characteristics, traits and needs Prof. Pier Luca Lanzi 21 Artificial Intelligence Control of NPCs AI control of NPCs • Common model § Sense § Reason § Act Sense 22 Reason Act • Common model: • Evaluating AI • Sense • Reason Solve problems (robustly) • Act § § Time requirements § Space requirements § Realistic enough • Time requirements § 30 fps, 33ms per frame, 1-3 ms for AI (~10%), 100ms per unit planning § Split long computations over many frames Prof. Pier Luca Lanzi “Game AI is largely an unsolved problem” Prof. Pier Luca Lanzi How Game AI Should Be? 24 • The noble goal is to require that the AI system follows the same rules and constraints as the human so that it plays fairly • In a strategy game, the human can only see parts of a map that they have explored, so should the game AI • In practice, this is still very difficult and many AI systems are still very limited in certain circumstances (in Jedi Academy, NPCs often fall to their deaths) • To get around this the AI system “cheats” a little but not so much that it is obvious to the player Prof. Pier Luca Lanzi How can the AI cheat? Using the full perfect knowledge of the world It can dodge bullets, it knows where your units are hidden, what cards and how much money you have But also … Prof. Pier Luca Lanzi 26 Prof. Pier Luca Lanzi Mainstream AI Techniques Applied to Games 27 • Finite State Machines § States, inputs and transitions to represent a system § Used in most of the games in the past • Production Systems § Essentially a set of if-then-else rules that match a set of input § Generate a new set of “input” that may cause other rules to fire § Useful in adventure games when a combination of inputs and states can infer something about a situation • Search § Permuting all possible states of a game board to attempt to predict outcome (e.g., chess, pathfinding, etc.) Prof. Pier Luca Lanzi Mainstream AI techniques that have been applied to Games • Planning Systems § Used to determine the best set of tasks needed to go from a start state to an end state. Useful for organizing a collection of troops for a unified goal. • Agents and mult-agent systems • Artificial Life • 28 § Used to model single and groups of NPCs § Multi-agent systems that attempt to use living systems to simulate AI agents. Used in games like SimCity, SimAnt, Spore. Flocking § Techniques to get agents to flock like birds or in army simulations, form and move • … in particular battle formations. Prof. Pier Luca Lanzi Space Invaders http://www.youtube.com/watch?v=QObneYZIdKI Prof. Pier Luca Lanzi In the Beginning… 30 • Initially the characteristics of Non-Playing Charactes (NPCs) were hard-coded in the game • In Space Invaders, the bots move on a predefined level velocity towards one of the two available directions • They randomly shoot towards the user controlled spaceship • There is no AI in this game! Prof. Pier Luca Lanzi What was the first videogame with AI? Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi Pong! 33 • ”Pong” was the first game to introduce a form of artificial • • • • • intelligence in gameplay The goal of the game was to score against the computer or another player in a game of ping pong Each player has a paddle that reflects the ball that may be moving either up or down The NPC paddle movement was computed using a simple formula predicting the height the ball would cross the objective line The paddle was assigned an allowed velocity and a possibility of failure based on the level of difficulty Thus, the paddle may fail to reach the exit point of the ball in the objective line Prof. Pier Luca Lanzi Pac-Man http://www.youtube.com/watch?v=jiJ0PkU8t3c Prof. Pier Luca Lanzi Pac-Man 35 • One Hero, four ghosts (Blinky, Pinky, Inky, Clyde) • 244 dots and infinite levels • Three ghost modes § CHASE: The Ghosts try to capture Pacman § SCATTER: The Ghosts head for their home corners § FRIGHTENED: The Ghosts feel a little “blue” • Four different ghost behaviors Prof. Pier Luca Lanzi • Everything you ever want to know about Pacman: Pac-Man 36 • http:// home.comcast.net/ ~jpittman2/pacman/ pacmandossier.html • The ghosts are prohibited from changing • • • directions when inside a mode They only change directions when their mode changes More specifically, chase-to-scatter, chase-to-frightened, scatter-to-chase, and scatter-to-frightened Time limits for each mode Modes change on predefined Mode Level 1 Levels 2–4 Scatter 7 7 times depending on the level, Chase 20 20 and the time the user Scatter 7 7 has spent on each Chase 20 20 Prof. Pier Luca Lanzi Levels 5+ 5 20 5 20 Scatter 5 5 5 Chase 20 1033 1037 Scatter 5 1/60 1/60 Chase indefinite indefinite indefinite Ghost Behavior: The Dots 37 • Blinky starts always outside • Pinky is the first to follow • Inky follows after Pacman eats some dots • Clyde follows after Pacman eats some more dots Prof. Pier Luca Lanzi Ghost Behaviors: Scatter Mode Prof. Pier Luca Lanzi 38 Ghost Behaviors: Chase Mode - Blinky • Blinky § It will always target Pacman's position § Increases his rate of speed twice each round based on the number of dots § remaining in the maze Follows Pacman even in scatter mode when few dots remain • Inky § Needs Pac-Man's current tile/orientation and Blinky's current tile to § calculate his final target, by drawing a vector with the distance between the two projected over Pacman's current point Targeting logic will keep him away from Pac-Man when Blinky is far away from Pac-Man, but as Blinky draws closer, so will Inky's target tile. Prof. Pier Luca Lanzi Ghost Behaviors: Chase Mode - Blinky • Clyde § First calculates the Euclidean distance between his tile and Pac-Man's tile. If § the distance between them is eight tiles or more, Clyde targets Pac-Man directly just as Blinky does. If the distance between them is less than eight tiles, however, Clyde switches his target to the tile he normally uses during scatter mode and heads for his corner until he gets far enough away to start targeting PacMan again • Pinky § Always selects an offset four tiles away from Pac-Man in the direction PacMan is currently moving Prof. Pier Luca Lanzi How could we implement the game intelligence behind Pac-Man? Prof. Pier Luca Lanzi Example of Behavior for a First Person Shooter 42 Got Ammo Get Health Got Away, Low on Health Low on Ammo Low on Health Attack Get Ammo Run Away Prof. Pier Luca Lanzi Got Away, Low on Ammo Got Health Enemy Lost Enemy Found Search For Enemy Finite State Machines (FSM) • • • • • • • 43 Widely used in the past to implement simple AI behaviors States represent a high-level view of what the AI is trying to do Each state has custom code Transitions occur when the situation changes Advantages Easy to conceptualize Easy to implement Middleware tools exist Disadvantages Quickly becomes large and unwieldy Difficult to debug Difficult to expand Rampant duplication of code § § § § § § Prof. Pier Luca Lanzi Finite State Machines (FSM) 44 • Hard-Coded § This process is known as hard-coding the state machine — since it results § § in static machine code Most common way of building a small FSM The FSM is entirely written in the programming language of the game as static machine code • Interpreted § Use an interpreter that loads a file specifying the state graph and its § transitions. It’s often called data-driven. The state machine is no longer fixed at runtime • Compiled § Hard-coded approach is fast and down to the metal, the interpreted § approach is flexible but slow An FSM compiler can bridge the gap between the two approaches Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi F.E.A.R. States • Goto 46 • Physical movement to a new location • Goto • Animate • Animate • Use Smart Object • In-place animation § Physical movement to a localtion § In place animation • Special-case of animate • Use Smart-Object § Special case of animate • People perceive the AI as smarter if they know what it is doing § If one unit remains, say “I need reinforcements” § Introduce conversations instead of talking § “I am shot!” vs “what’s your status?” • “A gamer posting to an internet forum expressed that they If the AI is stuck he saywas “I have nowhere impressed that to thego!” A.I. seem to actually understand each other’s verbal communication. ‘Not only do they give each other orders, but they actually DO what they’re told!’ Of course is that it’s all smoke and mirrors, and Prof. Pierthe Lucareality Lanzi 10 Reasons the Age of Finite State Machines is Over • • • • • • • • • • 47 They’re Unorthodox They’re Low-Level Their Logic is Limited They Require Custom Extensions They Are Hard to Standardize They Are Not Deliberative They Have Concurrency Nightmares They Scale Poorly They Are Labor Intensive Industry is Moving On “FSMs, like any other technology, have their place in the game development process. However, the age of finite state machines, where developers pick them by default to implement their AI, is coming to an end. Scripts with coroutines are the most popular these days, and hierarchical planners are increasingly making their way into games and middleware.” Prof. Pier Luca Lanzi Evolution of Game AI 48 • Fighting games were the first games to introduce complex AI • These were based on user action and position as well as the state of the game • Approach 1: the user action and position was searched in a lookup table and the best appropriate action (corresponding reaction to user action) • Approach 2: minimax or minmax algorithm to search on the possible statespace and determine the best possible action Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi Black & White (2001, Richard Evans) • • • • Peter Molineux’s famous “God Game” Player determines fate of villagers as their “God” (seen as a hand) Creature can be taught complex behaviour Good and Evil - actions have consequence Prof. Pier Luca Lanzi 50 Black and White 51 • Intelligent Villagers § Use large tables and situation calculus § If left alone they would do what they consider best for the village § You can bypass this by assigning a villager next to a tree • Intelligent Creatures AI § Given a variety of AI techniques, § the one most suitable for a task will be used for that task. The creature uses respective perception for the user input and builds decision trees that allow it to act • Symbolic Attributes § object.man-made.fence = 1.0 § object.natural.body-of-water.shallow-river = 0.5 § object.natural.rock = 0.1 Prof. Pier Luca Lanzi pathfinding Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi Pathfinding in Videogames • Four main representations • Grids • Waypoint graphs • Navigation meshes • Delaunay Triangulation Prof. Pier Luca Lanzi 54 For Each Representation … • Localization 55 § How do you find where you are in the representation? • Generation § How is the representation generated? • Dynamic changes § How are dynamic changes handled? • Planning § How are possible actions computed? • Memory § How much memory is required? Prof. Pier Luca Lanzi Grids 56 • Very simple method to implement • Partially depends on your world representation • Used by Dragon Age series • Used in early Starcraft/Warcraft games • May not be able to represent 2.5/3d worlds Prof. Pier Luca Lanzi Waypoint Graphs 57 • Set down pathfinding “nodes” in the world • Can only travel between these nodes • Referred to also as “Dirichlet domains” or points of visibility Prof. Pier Luca Lanzi Navigation Mesh 58 • Break the world up into convex polygons • All area inside a polygon is considered passable • Constrained Delaunay Triangulation § Somewhat like a navigation mesh using only triangles § Maintain the properties of the Delaunay Triangulation § Constrained, because not all edges can be controlled Prof. Pier Luca Lanzi Some kinds of game worlds require a ridiculous number of waypoints. Large open areas usually require tons of waypoints sprinkled throughout the game world to achieve adequate movement Navigation meshes usually require few big polygons for these kinds of areas which you can pathfind through quickly Prof. Pier Luca Lanzi Example of Pathfinding with Waypoints Prof. Pier Luca Lanzi 60 Example of Pathfinding with Waypoints Prof. Pier Luca Lanzi 61 Other Issues with Waypoints: Obstacles 62 • They don't allow path correction. That makes robust dynamic obstacle avoidance difficult, if not impossible. Prof. Pier Luca Lanzi Other Issues with Waypoints: Characters That Move Differently • • • • 63 They don't work robustly for characters that move differently Suppose that you have a panzer (blue) and a soldier (red) With a waypoint approach, you can't handle this robustly with a single representation. You need to use totally separate waypoint networks for the tanks and the soldiers. Add a new "motorcycle" unit, and now you need a third network Prof. Pier Luca Lanzi Combining Navigation Mesh with Other Markers Prof. Pier Luca Lanzi 64 Questions About Navigation Meshes • • • • Isn't it slower to do pathfinding on a navigation mesh? Not at all. A navigation mesh is a graph, just like a waypoint graph is The core pathfinding routines are very similar The difference is that a navigation mesh has a polygon associated with each graph node. Prof. Pier Luca Lanzi 65 Some Games Using Navigation Mesh • Halo 2 • Halo 3 • First Encounter Assault Recon (F.E.A.R.) • Counter-Strike: Source • Metroid Prime • Metroid Prime 2: Echoes • Metroid Prime 3: Corruption • Jak and Daxter: The Precursor Legacy • Jak II • Jak 3 • Uncharted: Drake's Fortune • Scarface: The World is Yours Prof. Pier Luca Lanzi 66 Tips on Path Finding 67 • Computing shortest path in real-time is costly • Instead you can pre-compute all the costs for going from any • • • node to any other node Then during runtime, you can just look it up You can also create a hierarchy of maps too Question: How do you encode “nodes” into a terrain like in a typical first-person-shooter? Prof. Pier Luca Lanzi Patroling AI • • • • 68 Pre-defined patrol routes. When agent is in idle-mode, it can follow a pre-defined patrol path. Multiple patrol paths can reduce repetitiveness of agent. Common in stealth games like Tenchu, Splinter Cell. Prof. Pier Luca Lanzi behavior trees Prof. Pier Luca Lanzi Behavior Trees are Everywhere • • In Systems Character AI Squad Logic Strategy AI In-Game Tutor AI Directors Built-in in engines CryEngine Unity Evolution Engine § § § § § • § § § Prof. Pier Luca Lanzi 70 In Games Halo 3 & ODST [PROTOTYPE] Spore GTA: Chinatown Wars The Bourne Conspiracy SWAT 4, Bioshock Dark Sector § § § § § § § Behavior Trees: Node Selection 71 • Priority § Child nodes are evaluated in order until one validates • Sequential § First child is validated and executed § When it is finished, the next one is validated • Stochastic § All children are validated § A random node is selected among the valid ones Prof. Pier Luca Lanzi A Behavior Tree 72 RELAXED SURVIVAL COMBAT Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi Behavior Trees • Behavior trees replace the often intangible growing mess of state transitions of finite state machines (FSMs) with a more restrictive but also more structured traversal defining approach • Behavior trees are formed by hierarchically organizing behavior sub-trees consisting of nodes. Visiting a node, respectively the sub-tree it roots, means running it according to its semantics. • Execution of a node or a sub behavior tree results in an (aggregated) return state, e.g.: sequence, loops, random, concurrent, decorator Prof. Pier Luca Lanzi Behavior Trees • Priority § Child nodes are evaluated in order until one validates • Sequential § First child is validated and executed § When it is finished, the next one is validated • Stochastic § All children are validated § A random node is selected among the valid ones Prof. Pier Luca Lanzi Leaf Nodes • 76 Actions Implement an actors or game world state changes, for example to plan a path and move on it, to sense for the nearest enemies, to show certain animations, switch weapons, or run a specified sound. Actions will typically coordinate and call into different game systems. They might run for one simulation tick – one frame – or might need to be ticked for multiple frames to finish their work. Conditions Check that certain actor or game world states hold true. If a sequence node has a condition as one of its children then the failing of the condition will prevent the following nodes from being traversed during the update. When placed below a concurrent node, conditions become a kind of invariant check that prevents its sibling nodes from running if a necessary state becomes invalid. § § • § § § Prof. Pier Luca Lanzi emotions, interaction, & pace Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi AI of Uncharted 3 • "Yes, the enemy AIs have a set of rules that they wish to operate by. They have a hierarchical sets of goals – they'll analyse the terrain and make different choices each time about how to approach the player character. It took a lot of work, we had to disassemble the whole AI system – before, it was much more scripted, we'd tell the enemies explicitly, go over here, flank the player… now they have a choice." Prof. Pier Luca Lanzi Psychology – Emotional Modelling 80 • Joy § Positive feedback, achieving instant peak, decreasing with time • Fear § Negative, gradual peak, happening mostly in safe environments • Other feelings § Success/failure, danger/safety, expectations, trust, surprise, disgust and anticipation • Diversity § Two individuals never have the same emotional responce (they need to be randomised) • Stereotypical animation § Fear: rapid head motion, low posture, bulged eyes § Happiness: smiling straightened body, slow and graceful movement Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi AI for Dramatic Pacing in Left4Dead • • • • • 82 Coop game involving other three players Algorithmically adjust game pacing on the fly to maximize drama Based on the experience in counter strike Constant, unchanging combat is fatiguing Long period of inactivity are boring § § Unpredictable peaks and valleys of intensity create a powerfully compelling and replayable experience Same scenario, almost same map, different experience Prof. Pier Luca Lanzi AI for Dramatic Pacing in Left4Dead • • 83 Algorithm Estimate the “emotional intensity” of each survivor Track the max intensity of all 4 survivor If intensity is too high, remove major threats for a while !"#$%&!'(')#*'&+)#,#*-.&/#,'&0#.-(/& 1+#0*-2'&3)#,#*-.&4#.-(/ Otherwise, create an interesting population of threats § § § § 5"6&*7'&18&3-)'.*")&,"+9$#*':&*7'&0"09$#*-"(&;#:'+& The AI director creates the population based on the survivor team’s “emotional intensity” Prof. Pier Luca Lanzi Prof. Pier Luca Lanzi Sometimes the AI is the Main Feature • • • 85 Evolutionary Algorithm – encode characteristics of a system as genes and uses mutation and crossover in conjunction with a fitness function to help evolve to a more “perfect system” Can be used to evolve Artificial-Life creatures to make them “smarter.” Behavior trees – encode the creaturebehavior as previously done in Halo 2 Prof. Pier Luca Lanzi