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Business of Games. 60% of Americans play video games$25 Billion dollar industry worldwide (2004)$7.3 Billion dollars in the US (2004)$6.1 billion in 1999, $5.5 billion in 1998, $4.4 billion in 1997.$12 billion in 2006?One day sales recordsHalo 2: $125 million in a single dayHarry Potter (Half
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2. Business of Games 60% of Americans play video games
$25 Billion dollar industry worldwide (2004)
$7.3 Billion dollars in the US (2004)
$6.1 billion in 1999, $5.5 billion in 1998, $4.4 billion in 1997.
$12 billion in 2006?
One day sales records
Halo 2: $125 million in a single day
Harry Potter (Half-blood Prince): $140 million single day
Consoles dominate the industry
Most of the sales (Xbox, PlayStation, PlayStation 2, GameCube)
Average age of game players is 30
Average age of game buyers is 37
55% of game players are men
4. Serious games An entertaining virtual experience that’s purpose goes beyond entertainment
Serious game purposes include:
Education
Training
Communications
Public Policy
Marketing
Mental Health Therapy
Medical Diagnosis
5. Training objectives
Originally just to validate the game design
Focus of attention for Company Commander
Commercial Partners
Legless Productions
Research technologies
None
Notes
4 month production cycle Full Spectrum Command Boardgame
6. Full Spectrum Command 1.0 Training objectives
Military Decision Making Process
Course of action development
Course of action adaptation
Commercial Partners
Quicksilver Software
Legless Productions
Research technologies
eXplainable AI
Notes
60% of the CPU goes to AI
7. Full Spectrum Warrior Training objectives
Squad-level command
Squad-level team building
Commercial Partners
Pandemic Software
Sony Imageworks
Legless Productions
Research technologies
eXplainable AI
Notes
2004 E3
Best original game
Best simulation game
8. Full Spectrum Command 1.5 Training objectives
Military Decision Making Process
Course of action development
Course of action adaptation
Commercial Partners
Quicksilver Software
Legless Productions
Research technologies
eXplainable AI
Adaptive Opponents
Notes
Funded by Singapore
9. Full Spectrum Leader Training objectives
Platoon-level command
Combined arms coordination
Commercial Partners
Quicksilver Software
Legless Productions
Research technologies
Adaptive Opponents
Notes
First game that allows the player to shoot
10. Every Soldier a Sensor System (ES3) Training objectives
Presence patrols
Military intelligence gathering
Commercial Partners
Warner Bros. Online
Research technologies
None
Notes
90 days from project start to fielded training system
DoD 2006 Annual Modeling & Simulation Awards
Training
11. Joint Fires & Effects Training System Training objectives
Forward observer missions in urban environments
Close-air support (CAS) calls for fire
Commercial Partners
BuzzMonkey Software
Game Production Services
Research technologies
Adaptive Opponents
Notes
Installed at Ft. Sill
Over 10,000 soldierstrained to date
12. ELECT ATO Training objectives
Bi-lateral negotiation
Cultural awareness
Commercial Partners
Real Time Associates
Game Production Services
Research technologies
eXplainable AI
Intelligent Tutoring
Social & Cultural Simulation
Notes
Boardgame prototype
13. Lessons learned What is a video game vs a simulation?
Video game: A virtual experience carefully designed to be entertaining (among other things)
Simulation: A recreation of key aspects of reality in a virtual environment
The two are not mutually exclusive
Identify the learning objectives first
Seems obvious in retrospect
Guided learning is better than unguided discovery
But both have their place
Games must be part of a larger curriculum
Practice and maybe demonstration
14. Lessons learned (con’t) Calling it a game just gets you in the door
Games aren’t motivating, but games are fun which can be
Calling it a game sets an initial expectation
But you still need to make sure it’s a fun game
Immersion helps learning
A article of faith
Best opponent isn't the strongest opponent
Serious games have different requirements
Graphics (FSW vs SLIM-ES3)
AI
15. Serious games research challenges Educational Design
Guided Experiential Learning
Board game design prototyping
Technology
Adaptive Opponents
eXplainable AI
Intelligent Tutoring
Virtual Humans
Automated Story Director
Social & Cultural Simulation
Many others…
Evaluation
16. Adaptive Game Intelligence Three inspiring occurrences:
FSC game designers “tricking” the SMEs
19. Adaptive Game Intelligence Three inspiring occurrences:
FSC game designers “tricking” the SMEs
Looking behind the AI curtain in Age of Empires
20. Static Game AI What is it?
Play at the strategic level of the game
select overall strategy and then issue orders to units
In strategy game, decide to build, where they should go, how they should fight.
– computer plays against you – chess and go are abstract examples but here
the branching factor is huge and there is incomplete knowledge about the
opponents resources and uncertainty about the outcomes.
Game Genres
Strategy games and team sports like football
Current AI approaches
combination of “book” as in chess for specific strategies
-example of build strategy and attack strategy in military games
either decision table driven or rule bases
Computer often cheats by getting extra production, no fog of war
148 rules for one civilization in Age of Kings
Problems: predictable and if find one hole in their strategy – always beat it – football example
When strategy is really important – there is trouble
AI research issues:
Adaptation to enemy strategy
Resource scheduling and planning
Not really human-level AI – is more like chess – but it is an important part of Game AI and a place with academic AI could really have a big impact.
What is it?
Play at the strategic level of the game
select overall strategy and then issue orders to units
In strategy game, decide to build, where they should go, how they should fight.
– computer plays against you – chess and go are abstract examples but here
the branching factor is huge and there is incomplete knowledge about the
opponents resources and uncertainty about the outcomes.
Game Genres
Strategy games and team sports like football
Current AI approaches
combination of “book” as in chess for specific strategies
-example of build strategy and attack strategy in military games
either decision table driven or rule bases
Computer often cheats by getting extra production, no fog of war
148 rules for one civilization in Age of Kings
Problems: predictable and if find one hole in their strategy – always beat it – football example
When strategy is really important – there is trouble
AI research issues:
Adaptation to enemy strategy
Resource scheduling and planning
Not really human-level AI – is more like chess – but it is an important part of Game AI and a place with academic AI could really have a big impact.
21. Adaptive Game Intelligence Three inspiring occurrences:
FSC game designers “tricking” the SMEs
Looking behind the AI curtain in Age of Empires
B-training at Ft. Sill
23. Adaptive Game Intelligence Most entertainment game AI is static and scripted
Each level is played a small number of times
Learning to beat the script is fun
Variability is expensive
Quality assurance is manageable
Adaptation is risky
Designer can’t control the player’s experience
Serious games required variable and adaptive AI
Each level is played a large number of times
Prevent gaming the game
Variability & adaptation are essential
Address student’s specific needs
Give instructors “sufficient” control
24. What does “Adaptive” mean? Adapts to the student’s history
Variability
Adapts to the student’s needs
Pedagogical reasoning
Adapts to the instructor’s input
Semi-directed
25. Variable Behavior Previous efforts have varied individual behaviors
Behavior parameters, behavior libraries…
Usually less effective variations on a base behavior
Our approach: Variability at the strategy-level
Generate a new strategy for each game session
Keep track the strategies the student has already seen
Strategic behavior vs. Tactical behavior
Two-level AI system: Strategy Planner + Execution System
Planner: Generate an abstract strategy
Execution System: Instantiation, execution & plan tracking
Planner: Replanning
26. Planning Approaches Single agent, automated planning (LPG, SHOP…)
Planning vs. Scripted student model
27. Planning Approaches Single agent, automated planning (LPG, SHOP…)
Planning vs. Scripted student model
Multi-agent, adversarial planning (AP, alpha beta...)
Planning vs. Planning student model
28. Planning Approaches Single agent, automated planning (LPG, SHOP…)
Planning vs. Scripted student model
Multi-agent, adversarial planning (AP, alpha beta...)
Planning vs. Planning student model
Multi-agent, collaborative planning (ASD & ITS)
Opponent works with the player but appears as an adversary
Intelligent tutor helps steer the player
29. Collaborative Planning
30. Planning Approaches Single agent, automated planning (LPG, SHOP…)
Planning vs. Scripted student model
Multi-agent, adversarial planning (AP, alpha beta...)
Planning vs. Planning student model
Multi-agent, collaborative planning (ASD & ITS)
Opponent works with the player but appears as an adversary
Intelligent tutor helps steer the player
Pedagogic key framing
Instructor provides key frame world states
Planner fills in the gaps providing a complete plan