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Artificial intelligence

Artificial intelligence. 21 April 2014. How is artificial intelligence used in games?. Behavior of enemies Actions Path Finding Balance Others?. 2 Famous examples. Deep Blue (Chess) Developed in1996 Defeated Kasparov in 1997 T ypical search 6-8 moves Could go 20+. Watson (Jeopardy)

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Artificial intelligence

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  1. Artificial intelligence 21 April 2014

  2. How is artificial intelligence used in games? • Behavior of enemies • Actions • Path Finding • Balance • Others?

  3. 2 Famous examples • Deep Blue (Chess) • Developed in1996 • Defeated Kasparov in 1997 • Typical search 6-8 moves • Could go 20+ • Watson (Jeopardy) • 2011 • Beat Brad Rutter and Wayne Jennings • Natural language, speed • 200m pages of content (4TB)

  4. How to do it

  5. Environment

  6. Ai: a set of rules Right Left Random Toward Black Jack dealer: Always hit if <= 17 Pac Man

  7. More sophisticated Trees Goal-oriented Behavior State Machines States a system can be in Transitions that can occur Triggers for the transitions Decision trees Usually binary Behavior trees n-ary decisions Selector or sequence Goals (or motives) Insistence How important each goal is Actions Possibilities to reach goal --- Select actions that get you to the goal while minimizing insistence

  8. State machines An AI with stealth Circle = initial state Pink = final state Transitions driven by Actions Events Randomness

  9. A state machine for wall-e • Actions? • Sequences? • Triggers?

  10. A possible solution

  11. … And it could get more complex

  12. Decision tree 20 Questions Just on big binary tree!

  13. A state machine for a guard Guide can Stand still Hide Attack Player can be Visible Audible

  14. A possible solution

  15. balance

  16. Fairness • Players want AI to act on their level • AI that blatantly violates game mechanics breaks simulation • ‘Rubber band’ problem

  17. Challenge • Goal is to provide balanced experience to the player • Excessive difficulty or insufficient relative to skill is dissatisfying • Difficulty levels • Flow Channel

  18. Dynamic Balancing • Evaluate player’s skills • Alter AI performance based on results • Prone to fairness violations; subtle alterations preferred • Difficulty of measuring skill depending on genre

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