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Video Game Artificial Intelligence. April 9, 2007 Alex Rito. Early Game AI. Turn-based Strategy Games Deterministic Game Trees. Basic Video Game AI. Pre-stored Movement Patterns (Early 1970s) “Randomized” Events Based on Hash Function Applied to Player Input ( Space Invaders – 1978).
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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=1BTAI8KXeH8 • Black and White II Gameplay (3:48): http://www.youtube.com/watch?v=k2oSPmaUxO0 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_intelligence • http://ai-depot.com/GameAI/Design.html April 2007 Alex Rito