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AI in Computer Games - functional as fictional. Mikkel Holm Sørensen Ph.D. Student ITU. AI and AI in computer games. What is AI? History of AI AI in Computer Games. What is intelligence? Can intelligence be artificially created or simulated?. AI research. Natural intelligence
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AI in Computer Games- functional as fictional Mikkel Holm Sørensen Ph.D. Student ITU
AI and AI in computer games • What is AI? • History of AI • AI in Computer Games AI in Computer Games, ITU
What is intelligence? Can intelligence be artificially created or simulated? AI research Natural intelligence Models of intelligence AI in Computer Games, ITU
The history of AI in brief • John McCarthy 1956: AI • 1: GOFAI: • The Turing test • Functionalism • Computationalism • 2 (1980): Connectionism: • Neural networks • Complexity • 3 (1982): New AI AI in Computer Games, ITU
New AI • The failure GOFAI • Searle: The chinese room • What about the body? Robotics • What is intelligence for? Biology • Intelligence is: • Situated and embodied • Interacting (≠ ‘Sense - think - act’) • Self organised (bottom-up ≠ top-down) • Dynamic and complex AI in Computer Games, ITU
AI in computer games • Multiplayer games are often most appreciated • The reason for playing? • More dimensions to playing • Interactivity • Now its AI’s turn • Game AI is used for general AI research (John Laird) AI in Computer Games, ITU
Roles for AI in computer games • Various roles in three levels: • Agents: Friends, foes or extras • Environmental dynamics, non-linearity and development • Commentators and story directors/generators AI in Computer Games, ITU
AI for characters • To enhance quality of game play by offering challenging (human-like) opponents showing: • Non-repeating behaviour • Unpredictability • Creativity • Irrationality • ‘Personality’ AI in Computer Games, ITU
The functionalism of game AI • Turing test ‘1.1’ • Simulated behaviour • Believability • Human-like or plausible robot/alien • Fidelity • Non-cheating • Fiction - not (to much) autonomy! Pseudo-autonomy: limited knowledge, ‘personal’ goals etc. AI in Computer Games, ITU
Structure of game AI • System architecture • Hardware • Platform • Knowledge/behaviour • Characteristics: Reactive, proactive etc. • ’Personality’ • Interface/context • Physical: Gravity, oxygen etc. • Social AI in Computer Games, ITU
Perspectives for AI in games • Increasing: • Adaptivity • Fidelity • Believability • ‘Personality’ • Complexity • Pervasiveness • Contribute to an understanding of intelligence • Genuine intelligence? AI in Computer Games, ITU
Links on game AI: • www.ai-center.com/projects/excalibur/ • http://ai.eecs.umich.edu/people/laird/gamesresearch.html • www.cyberlife-research.com • http://people.mw.mediaone.net/bwardell/ai.html • www.rpi.edu/~brings • http://flexbot.cs.northwestern.edu/ AI in Computer Games, ITU