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AI in Computer Games - functional as fictional

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

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  1. AI in Computer Games- functional as fictional Mikkel Holm Sørensen Ph.D. Student ITU

  2. AI and AI in computer games • What is AI? • History of AI • AI in Computer Games AI in Computer Games, ITU

  3. What is intelligence? Can intelligence be artificially created or simulated? AI research Natural intelligence Models of intelligence AI in Computer Games, ITU

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

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