Artificial Intelligence

Similar documents
Artificial Intelligence for Games. Santa Clara University, 2012

Lecture 1. CMPS 146, Fall Josh McCoy

Game Artificial Intelligence ( CS 4731/7632 )

TGD3351 Game Algorithms TGP2281 Games Programming III. in my own words, better known as Game AI

AI in Computer Games. AI in Computer Games. Goals. Game A(I?) History Game categories

Today s Topics. Video Game AI: Lecture 2 History of Game AI. Pong (1972) A selective history of video game AI

TGD3351 Game Algorithms TGP2281 Games Programming III. in my own words, better known as Game AI

Who am I? AI in Computer Games. Goals. AI in Computer Games. History Game A(I?)

Artificial Intelligence for Games

Introduction to Artificial Intelligence. Department of Electronic Engineering 2k10 Session - Artificial Intelligence

Dipartimento di Elettronica Informazione e Bioingegneria Robotics

Principles of Computer Game Design and Implementation. Lecture 20

CSC384 Intro to Artificial Intelligence* *The following slides are based on Fahiem Bacchus course lecture notes.

CS 354R: Computer Game Technology

Outline. Introduction to AI. Artificial Intelligence. What is an AI? What is an AI? Agents Environments

Levels of Description: A Role for Robots in Cognitive Science Education

Appendices master s degree programme Artificial Intelligence

ES 492: SCIENCE IN THE MOVIES

Ethics of AI: a role for BCS. Blay Whitby

Master Artificial Intelligence

INTRODUCTION TO GAME AI

What is Artificial Intelligence? Alternate Definitions (Russell + Norvig) Human intelligence

CS 480: GAME AI INTRODUCTION TO GAME AI. 4/3/2012 Santiago Ontañón

the question of whether computers can think is like the question of whether submarines can swim -- Dijkstra

SWARM INTELLIGENCE. Mario Pavone Department of Mathematics & Computer Science University of Catania

2IOE0 Interactive Intelligent Systems

the question of whether computers can think is like the question of whether submarines can swim -- Dijkstra

Inaction breeds doubt and fear. Action breeds confidence and courage. If you want to conquer fear, do not sit home and think about it.

Artificial Intelligence Paper Presentation

CS 380: ARTIFICIAL INTELLIGENCE INTRODUCTION. Santiago Ontañón

INTRODUCTION TO GAME AI

Neuro-Fuzzy and Soft Computing: Fuzzy Sets. Chapter 1 of Neuro-Fuzzy and Soft Computing by Jang, Sun and Mizutani

Making Simple Decisions CS3523 AI for Computer Games The University of Aberdeen

Artificial Intelligence

Exam #2 CMPS 80K Foundations of Interactive Game Design

Chapter 31. Intelligent System Architectures

STRATEGO EXPERT SYSTEM SHELL

Artificial Intelligence. Shobhanjana Kalita Dept. of Computer Science & Engineering Tezpur University

CITS3001. Algorithms, Agents and Artificial Intelligence. Semester 1, 2015

Agents and Introduction to AI

Principles of Computer Game Design and Implementation. Lecture 29

CPS331 Lecture: Agents and Robots last revised April 27, 2012

The Double Helix: AI for Simulation & Gaming

CS494/594: Software for Intelligent Robotics

Synergies Between Symbolic and Sub-symbolic Artificial Intelligence

Discussion of Emergent Strategy

Appendices master s degree programme Human Machine Communication

This list supersedes the one published in the November 2002 issue of CR.

CPS331 Lecture: Agents and Robots last revised November 18, 2016

IMPROVING TOWER DEFENSE GAME AI (DIFFERENTIAL EVOLUTION VS EVOLUTIONARY PROGRAMMING) CHEAH KEEI YUAN

Outline. What is AI? A brief history of AI State of the art

On Intelligence Jeff Hawkins

Chapter 1: Introduction to Neuro-Fuzzy (NF) and Soft Computing (SC)

A.I in Automotive? Why and When.

Learning Artificial Intelligence in Large-Scale Video Games

Interacting Agent Based Systems

INTRODUCTION TO GAME AI

CPS331 Lecture: Intelligent Agents last revised July 25, 2018

Artificial Intelligence: Definition

Using Artificial intelligent to solve the game of 2048

Intro to Artificial Intelligence Lecture 1. Ahmed Sallam { }

USING A FUZZY LOGIC CONTROL SYSTEM FOR AN XPILOT COMBAT AGENT ANDREW HUBLEY AND GARY PARKER

CS148 - Building Intelligent Robots Lecture 2: Robotics Introduction and Philosophy. Instructor: Chad Jenkins (cjenkins)

CS 680: GAME AI INTRODUCTION TO GAME AI. 1/9/2012 Santiago Ontañón

IMGD 1001: Programming Practices; Artificial Intelligence

Artificial Intelligence (AI) Artificial Intelligent definition, vision, reality and consequences. 1. What is AI, definition and use today?

Basic AI Techniques for o N P N C P C Be B h e a h v a i v ou o r u s: s FS F T S N

Artificial Intelligence (AI) Artificial Intelligence Part I. Intelligence (wikipedia) AI (wikipedia) ! What is intelligence?

Neural Networks for Real-time Pathfinding in Computer Games

Cognitive Robotics 2017/2018

Programmable self-assembly in a thousandrobot

The 7 BIG Mistakes That People Make When Dealing With The Boss From Hell

IMGD 1001: Programming Practices; Artificial Intelligence

CS 387/680: GAME AI DECISION MAKING. 4/19/2016 Instructor: Santiago Ontañón

AI for Video Games. Video Game AI: Lecture 1 Course Intro. Announcements. Course Details

Courses on Robotics by Guest Lecturing at Balkan Countries

LECTURE 1: OVERVIEW. CS 4100: Foundations of AI. Instructor: Robert Platt. (some slides from Chris Amato, Magy Seif El-Nasr, and Stacy Marsella)

SDS PODCAST EPISODE 148 FIVE MINUTE FRIDAY: THE TROLLEY PROBLEM

CS8678_L1. Course Introduction. CS 8678 Introduction to Robotics & AI Dr. Ken Hoganson. Start Momentarily

COMPUTATONAL INTELLIGENCE

Algorithms and Networking for Computer Games

Proposers Day Workshop

Chapter 5.3 Artificial Intelligence: Agents, Architecture, and Techniques

MSc(CompSc) List of courses offered in

CISC 1600 Lecture 3.4 Agent-based programming

CMSC 372 Artificial Intelligence. Fall Administrivia

RUNNYMEDE COLLEGE & TECHTALENTS

Abandon. 1. Everything comes to life! 1.1. Introduction Character Biography

Non-Deterministic AI in Games. Sai Raghunandan G Master of Science Computer Animation and Visual Effects. November, 2013

Introduction to AI. What is Artificial Intelligence?

Artificial Intelligence. What is AI?

Chapter 1:Object Interaction with Blueprints. Creating a project and the first level

Stanford Center for AI Safety

Intro to AI & AI DAOs: Nature 2.0 Edition. Trent Ocean BigchainDB

IN5480 vildehos Høst 2018

VSI Labs The Build Up of Automated Driving

Philosophy. AI Slides (5e) c Lin

Lecture 1 What is AI?

CS 480: GAME AI DECISION MAKING AND SCRIPTING

the gamedesigninitiative at cornell university Lecture 23 Strategic AI

Transcription:

Artificial Intelligence Lecture 01 - Introduction Edirlei Soares de Lima <edirlei.slima@gmail.com>

What is Artificial Intelligence? Artificial intelligence is about making computers able to perform the thinking tasks that humans and animals are capable of. o Computers are very good at: arithmetic, sorting, searching, play some board games better than humans,... o Computers are not very good at: recognizing familiar faces, speaking our own language, deciding what to do next, being creative,...

What is Artificial Intelligence? AI researchers are motivated by: Philosophy: understanding the nature of thought and the nature of intelligence and building software to model how thinking might work. Psychology: understanding the mechanics of the human brain and mental processes. Engineering: building algorithms to perform human-like tasks. Academic AI vs Game AI: Academic AI: solve problems optimally, less emphasis on hardware or time limitations; Game AI: entertain player, have to work with limited time and hardware resources.

Academic AI History Early Days (time before computers): Philosophical questions: What produces thought? Could we give life to an inanimate object? First programmable computers (1940s): war simulation, break enemy codes, Symbolic Era (1950s 1980s): Symbolic systems: set of knowledge (symbols) + reasoning algorithm; Expert systems: large database of knowledge + expert rules; Trade-off: when solving a problem, the more knowledge you have, the less work you need to do in reasoning.

Academic AI History Modern Era: Increasing frustration with symbolic approaches (scalability problem); Move towards natural computing (inspired by biology or other natural systems): Neural networks (first suggested in 1943); Genetic algorithms. Key ingredient: ability to handle uncertainty. Current research: Machine learning; Big data; Deep learning;

Current AI Advancements Google & Uber Driverless Cars Personal Assistants Autonomous Robots

Game AI History Pac-Man (1979): Very simple AI technique (finite state machine); Semi-random decisions; Scatter scatter_time >= 5 (sec) chase_time >= 20 (sec) Chase player_energy _time >= 10 (sec) player_got _energy == true Frightened

Game AI History Goldeneye 007 (1997): Sense simulation system: characters could see their colleagues and would notice if they were killed; Still relying on finite state machines with a small number of well-defined states; Sense simulation was the topic of the moment: Metal Gear Solid (1998); Thief: The Dark Project (1998);

Game AI History Warcraft (1994): One of the first times pathfinding was widely noticed in action; Warhammer: Dark Omen (1998): Robust formation motion; Emotional models of soldiers;

Game AI History Creatures (1996) & Black and White (2001): The first time neural networks were used in a game; The neural network-based brain of each creature allowed them to learn what to do; Made AI the selling point of the game;

Game AI Model

Complexity Fallacy It is a common mistake to think that complex AI equals better character behavior. When simple things look good: Pac-Man Semi-randomly decisions at junctions; Player comments: To give the game some tension, some clever AI was programmed into the game. The ghosts would group up, attack the player, then disperse. Each ghost had its own AI. The four of them are programmed to set a trap, with Blinky leading the player into an ambush where the other three lie in wait.

Complexity Fallacy It is a common mistake to think that complex AI equals better character behavior. When complex things look bad: Black and White [2001] Neural Networks and Decision Trees allowed creatures to learn. When many people first play the game, they often end up inadvertently teaching the creature bad habits, and it ends up being unable to carry out even the most basic actions.

Perception Window Most players will only come across some characters and enemies for a short time, which might not be enough for the player to understand the AI. Make sure that a character s AI matches its purpose in the game and the attention it will get from the player. A change in behavior is far more noticeable than the behavior itself.

Illusion of Intelligence If it looks like a fish and smells like a fish, it s probably a fish. if the player believes an agent is intelligent, then it is intelligent. For game AI the nature of the human mind is not the key point. The AI characters must look right and demonstrate intelligent behavior. Sometimes, simple solutions are enough to create a good illusion of intelligence. Halo [2001] increasing the number of hit points required to kill enemies made testers thought the AI was very intelligent.

Illusion of Intelligence Player s perception of intelligence can be enhanced by providing visual and/or auditory clues about what the agent is thinking. Animation is an excellent way to create a good illusion of intelligence. The Sims [2000] although it uses a complex emotional model for characters, most part the characters behaviors is communicated with animations. Triggering animations at the right moment is the key point.

Illusion of Intelligence The goal of game developers is to design agents that provide the illusion of intelligence, nothing more. Game developers rarely create great new algorithms and then ask themselves, So what can I do with this? Instead, they start with a design for a character and apply the most relevant tool to get the result. Be careful to never break the illusion of intelligence: Running into walls, getting stuck in corners, not reacting to obvious stimulus, seeing through walls, hearing a pin drop at 500 meters,

Most Common Techniques Pathfinding Steering behaviours Finite state machines Automated planning Behaviour trees Randomness Sensor systems Machine learning

Most Common Techniques Pathfinding Steering behaviours Finite state machines Automated planning Behaviour trees Randomness Sensor systems Machine learning

Further Reading Buckland, M. (2004). Programming Game AI by Example. Jones & Bartlett Learning. ISBN: 978-1-55622-078-4. Introduction Millington, I., Funge, J. (2009). Artificial Intelligence for Games (2nd ed.). CRC Press. ISBN: 978-0123747310. Chapter 1: Introduction Chapter 2: Game AI