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Video Game Artificial Intelligence April 9, 2007 Alex Rito Early Game AI Turn-based Strategy Games Deterministic Game Trees April 2007 Alex Rito Basic Video Game AI Pre-stored Movement Patterns (Early 1970s) “Randomized” Events Based on Hash Function Applied to Player Input (Space Invaders – 1978) April 2007 Alex Rito Advanced Video Game AI Real-time Strategy Games (RTS) Role-playing Games (RPG) First-person Shooters (FPS) April 2007 Alex Rito Combat AI Knowledge of the Environment Effective Use of Teamwork Ability to Track and “Hunt” Survival Instincts April 2007 Alex Rito Non-combat AI Scripted Conversations with Non-player Characters Dynamic Dialogue with Natural Language Processing (NLP) SimCity (Will Wright – Maxis – 1989) Spore (Will Wright – Maxis – 2007) Black and White (I & II) (Peter Molyneux – Lionhead Studios – 2001 & 2005) April 2007 Alex Rito Black and White Peter Molyneux on Black and White (5:42): http://www.youtube.com/watch?v=1BTAI8KX eH8 Black and White II Gameplay (3:48): http://www.youtube.com/watch?v=k2oSPma UxO0 April 2007 Alex Rito Analytical AI Adapting the Game to the Player More Satisfying User Experience Overall Varying Difficulty of Computer Opponents April 2007 Alex Rito Game AI versus “Real” AI Purist view of AI Gamer view of AI “Dumbing Down” AI April 2007 Alex Rito References http://en.wikipedia.org/wiki/Game_artificial_in telligence http://ai-depot.com/GameAI/Design.html April 2007 Alex Rito