Index of /Kuliah2016-2017/KecerdasanBuatanUntukGame

Artificial Intelligence in
Game Design
Problems and Goals

AI vs. Gaming AI
• “Standard” Artificial Intelligence





Expert Systems
Probabilistic/Fuzzy Logic
Robotics
Machine Learning

– Goal: Finding best solution to some problem
– Characteristics:
• Expensive and time consuming to develop
• Large number of processing cycles to run


AI vs. Gaming AI
Example: Chess (“Deep Blue”, IBM)





MINMAX algorithm
Heuristic knowledge
Databases of opening moves, endgames
Result:
– Played at world champion level (best solution)
– Took several minutes per move (ok in chess)

• Not viable as commercial chess game!

Goals of Gaming AI
• Challenging but beatable:
– Intelligence level artificially limited
– AI not given all information


• Problem: making AI intelligent enough!
– Players find and take advantage of limitations
– “Cheats” compensate for bad AI

Example of Gaming AI

Player coming
from unknown
direction

Soldier NPC
setting up ambush
What to hide
behind?

Example of Gaming AI
• Choose at random?
• Current location of player?


• Base on realistic criteria
– Terrain around soldier
– Past player actions, etc.

This is most difficult approach!

Believable NPCs
• Opponents that offer challenge
– “Orc” characters should move realistically
– “Boss” characters should appear as intelligent as player

• Minions that require little micromanaging
• Other characters interesting to interact with

Believable NPCs
Intelligent Action:
– Good decision making
– Realistic movement
– Memory of previous actions
(and possibly to improve)

– Achieving goals

Believable NPCs
Believable as Characters:





Acts like human (or orc, dog, etc.)
Has appropriate emotional states
Does not always behave predictably
Can interact with player

• Major simplification from standard AI:
NPCs restricted to limited domain
– Example: “Shopkeeper”

Turing Test
• Turing test for AI:


Turing Test for AI Gaming
• Does NPC act appropriately for its role in game?
– Does it act “intelligently”?
– Does it appear to have appropriate information?
– Does it behave with the “personality” we would expect?

vs.

Game AI Structure
“What are my goals?”

Strategy

World Interface/
Game State

“How to accomplish
that goal?”


Tactics
(Decision Making)

Animation/
Game Physics

Example: Choosing
room to move to

Movement
(Action Choice)

Example: Choosing
path to reach room
“What actions are part of
that plan?”

Example: current direction/
speed to reach next point in
path


AI Engine

Constraints on Gaming AI
Efficiency
– Must consume few processor cycles
– Must often act in real time
• Football, racing, etc.

• Simple approaches usually best
– Choose fast over optimal
– Tweak game to support AI
– Depend on player perceptions

Tradeoffs
• Optimal solutions require complex algorithms
– Shortest path  O(n2)
– Optimal plan  Exponential tree size

• Many games use greedy algorithms

– Choose action resulting in minimal “distance” to goal
– O(n) time

Example of Simplification
• Pac-Man
– Algorithm: Ghosts move towards player
– Problem: ghosts stuck in cul-de-sacs

Example of Simplification

Black and White Game




Creature “trained” by player by observing
player actions in different situations
Later in game creature takes same actions




Based entirely on decision tree learning
Example

Allegiance

Defense

Tribe

Attack

1

friendly

weak

Celtic


no

2

enemy

weak

Celtic

yes

3

friendly

strong

Norse


no

4

enemy

strong

Norse

no

5

friendly

weak

Greek

no

6

enemy

medium

Greek

yes

7

enemy

strong

Greek

no

8

enemy

medium

Aztec

yes

9

friendly

weak

Aztec

no

Apparent Intelligence
NPCs can appear intelligent to player even if
based on simple rules
“Theory of mind”
We tend to ascribe motives/decision
making skills similar to our own to
other entities, whether this is actually
happening or not!

if hitPoints < 5
then run away from player
if distance to player < 2 units
then attack player
if player visible
the run towards player
else
move in random direction

Swarm Intelligence
• Give each NPC slightly different set of rules to create
illusion of personalities

• Example: Pac-Man
if distance to player < n
then move towards player
else wander at random

n is different for each ghost!

Large n : appeared “aggressive”

Small n : appeared “mellow”

Role of Traditional AI
• Good decision making
– Acts like human (or orc, dog, etc.)
– Avoids predictability

• Realistic movement
– Evasion/pursuit of player
– Choosing paths through complex
terrain
– Cooperation among groups

Decision Trees
Finite State Machines
Random/Fuzzy Machines
Robotics
Swarm Intelligence

• Memory of previous actions

Simple Iterative Learning

• Achieving goals

Goal-based Planning