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

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Who am I? AI in Computer Games why, where and how Lecturer at Uppsala University, Dept. of information technology AI, machine learning and natural computation Gamer since 1980 Olle Gällmo AI in Computer Games Goals History Common issues and methods Issues in various game categories Goals Games are entertainment! Important that things behave naturally not necessarily perfect "things" are not always creatures Follow (the game's) natural laws and avoid cheating Characters should be aware Game A(I?) Academic AI is usually concerned with making rational decisions Searching for the optimal solution Game AI is more often about Artificial Life Believable behaviour including stupidity! realistic physics Game balancing challenging, but not unbeatable opponents History -1980 1960's First computer games SpaceWar! (PDP-1, for two human players) (1962) Board games (e.g. chess) against the machine PDP-1 Chess 1

Pac Man History -1980 1960's First computer games 1970's SpaceWar! (PDP-1, for two human players) (1962) Board games (e.g. chess) against the machine Pong (early arcade game) (1972) Computer controlled opponents Space Invaders (1978) Predefined patterns, no awareness "AI" takes 1-2% of CPU Pong Space Invaders 1980's Pac-Man (1980) aware opponents with personality A computer beats a master chess player (1983) Tekken 3 First fighting games Adventure games Dungeon, Zork,... First MORPG (MUD) 1990's FPS and RTS games Games about/with evolution and learning (Creatures, Black&White) Deep Blue beats Kasparov (1997) Graphic cards take the load off the CPU AI takes 10-35% of CPU 2000- Focus shift from single- to multiplayer Focus shift from graphics towards AI Large part of the code is AI code often made from scratch for each game Less cheating Characters are more aware thanks to better physics engines Characters collaborate better Dune 2 Doom Black & White 2000- BIG industry Estimated worth 52bilj USD 2009 (greater than the music industry: 37bilj) Sales +150% in Sweden 2000-2009 (GNP +15% in the same period) 7.4milj games sold in Sweden 2009 Tough competition: 10 most sold games cover 80% of the market Typical game project: 2 years, 70 people, 20milj USD (+ marketing) Typical Game AI topics Strategical/tactical decisions Against or with you Search for best counter action adaptivity Director level AI Simulation of natural behaviour for animation (e.g. bird flocks) Shortest path problems 2

Why is Game AI hard? (what makes it interesting to CompSci) Huge state space Huge action space Multiple tasks on different levels of abstraction of different types Non-deterministic post-conditions difficult to set makes planning difficult Often real time Some common methods Minimax logic games, search for best counter action Finite State Machines (FSM) A* Behaviour For shortest path problems Particle methods Simulation of flocks, smoke, water, grass,... Smart terrain Minimax (counter actions) Finite State Machines Pacman ghost (red) MAX MIN 7 MAX 5 1 3 17 42 7 Variants: α-β-pruning and expectimax A* Distance from S + estimated distance to G Reinforcement Learning 3+8=11 2+7=9 3+6=9 4+5=9 2+7=9 1+6=7 2+5=7 3+4=7 1+6=7 S 1+4=5 2+3=5 2+5=7 G 3+6=9 4+5=9 5+4=9 6+3=9 7+2=9 8+1=9 3

Best shortest Smart terrain Store knowledge in objects instead of in the characters drink me! not thirsty, warm Easier to know what is relevant Easier to add new objects later Attributed to Will Wright (Sims) Civilization III Machine Learning? MENACE Game characters are short lived Learning requires many attempts Keep it simple! Probabilistic methods (MENACE) Evolutionary methods genetic algorithms and PSO Neural networks in game development, but not in the game AI in various game types Board games Role playing games Strategy games Platform and sports games Racing games Board games Discrete time / turn based Often deterministic AI is in the opponent AI goal is non-typical (for games) usually strives for optimality Tree search Library Reinforcement learning Chess 4

Role Playing and Adventure Town behaviour AI in enemies, bosses, party members and other NPCs,... Scripting, FSMs, Messaging Role Playing Combat combat oriented games are simpler to make Conversations (grammar machines) Quest generators Towns The Elder Scrolls IV: Oblivion Balmora, in The Elder Scrolls III: Morrowind Town behaviour Need-based system Needs (e.g. hunger, business,...) Actions (e.g. eating, trading,...) "Need pathfinding" Problems Finding people Unwanted interaction between NPCs Strategy games AI heavy (on both sides) Shortest path problems Strategical decisions Tactical decisions Town building and resource management planning Indigenous life Reconnaissance (fog-of-war) Diplomacy Know thy enemy (observe and adapt) Civilization III Strategy games Action games (FPS, TPS) Civilization III Enemies Cooperative agents Weapons Attention requires perception requires a good physics engine Pathfinding Spatial reasoning Anticipation Half Life 2 5

Action games (FPS, TPS) Platforms and sports Platform games In 3D, since 1996 (Mario 64) Camera problems Sports games Camera problems (harder) Cooperation Game balance can be difficult Learning Thief 3: Deadly Shadows Platforms and sports Racing games Prince of Persia Prince of Persia: The Two Thrones Forza Motorsport (2005) Racing games Track AI Neural networks (CMR2) Traffic (including pedestrians) Physics Tuning NPCs and vehicle parameters Genetic algorithms Particle swarm optimization Conclusion Making realistic games requires more than good graphics Computer controlled characters must behave Naturally Reasonably intelligent, without cheating Graphics has dedicated hardware More processing power avilable to AI In the future Dedicated AI cards? Combined AI/Physics/Graphics cards? Multicore processors Knowledge transfer from games to robotics 6

Robocup (Aibo league) Recommended reading http://aigamedev.com 7