Game AI Matthew Hsieh Meng Tran. Computer Games Many different genres  Action  Role Playing  Adventure  Strategy  Simulation  Sports  Racing Each.

Slides:



Advertisements
Similar presentations
Exploring Machine Learning in Computer Games Presented by: Matthew Hayden Thurs, 25 th March 2010.
Advertisements

Integrating Serious Games in Higher Education Programs Bilal Younis in collaboration with Dr. Christian Sebastian Loh Southern Illinois University Carbondale.
A New World Or People Keep Telling Me This is Ambitious By Jeremiah Lewis.
7.1. O SCARS & A RTIFICIAL I NTELLIGENCE Interim awards and introduction to game AI.
Decision Tree Approach in Data Mining
Which Course? Where Does Your City University Degree Lead? Dr. Sebastian Hunt Associate Dean.
Improving Gameplay: Characterising Differences between NPCs & Human Players Jennifer Sandercock.
Artificial Intelligence in Real Time Strategy Games Dan Li.
Machine Learning in Computer Games Learning in Computer Games By: Marc Ponsen.
Half life 2/ Counter Strike: Source bot Charlie Cross CIS
Michael Zyda Finite State Machines Michael Zyda
Artificial Intelligence in Game Design Intelligent Decision Making and Decision Trees.
Artificial Intelligence in Game Design Introduction to Learning.
GameSalad Fundamentals. Introduction to Game-Authoring System  Objectives  Define game-authoring system.  Understand the components of logic and assets.
Methodical teaching of the initiation to collective systems (defense end attack)
CS 4730 Game AI CS 4730 – Computer Game Design Some slides courtesy Tiffany Barnes, NCSU.
RED DEAD REVOLVER Artificial Intelligence Critique By Mitchell C. Dodes CIS 588.
Structures & Strategies S3 Netball
A Multi-Agent System for Visualization Simulated User Behaviour B. de Vries, J. Dijkstra.
The role of Confidence Factor in “Humanizing” the decision making of an AI Agent Syed Enam-ur-Rehman1 Mohammed Zeeshan Ozair2 1 Department of Computer.
SIMULATION. Simulation Definition of Simulation Simulation Methodology Proposing a New Experiment Considerations When Using Computer Models Types of Simulations.
SELECT A LESSON 1. A WORLD AND CHARACTERS 2. PATHS AND ENEMIES 4. USING PAGES TO CHANGE THE RULES 5. GAME ANALYSIS AND DESIGN 6-7. CREATING YOUR OWN GAME.
The Academy of Public administration under the President of the Republic of Uzbekistan APPLICATION MODERN INFORMATION AND COMMUNICATION TECHNOLOGY IN DECISION.
GameMaker.  A lot of Different Definitions  Easier to Say What is NOT a Game  Movie is Not a Game  No Active Participation  Final Outcome is Fixed.
Vedrana Vidulin Jožef Stefan Institute, Ljubljana, Slovenia
COIT23003 Games Development 7. Elaboration: Design by Genre.
Artificial Intelligence in Game Design Problems and Goals.
Improving Gameplay: Characterising Differences between NPCs & Human Players Jennifer Sandercock.
Studio Practice Level Design 3D-Content Generation Coding Conceptual Art (and Architecture) Project Management (3 rd Year) Teamwork (3 rd year) Theoretical.
Game City In this project you will learn the basics of visual programming to start creating your own games. The tool you will be using to do this is Microsoft.
Enemy Agent Responding to stimuli in a real time 3D environment.
Strategic Planning for Unreal Tournament© Bots Héctor Muñoz-Avila Todd Fisher Department of Computer Science and Engineering Lehigh University USA Héctor.
Muhammet Arda KILIÇ. Level Design Introduction Levels inDifferent Games Components of Level Elements of Good Level The Process Who Does Level Design?
Starcraft Opponent Modeling CSE 391: Intro to AI Luciano Cheng.
Artificially Intelligent Smart Objects in Modern Computer Games Presentation by: Venetsian T. Jakimov.
RECAP CSE 348 AI Game Programming Héctor Muñoz-Avila.
TGP2281: Game Programming III also better known as Game AI.
AI in Computer Gaming: The first person shooter Tyler Hulburd.
10/24/2015Rex Oleson II SOAR and Video Games By Rex Oleson II.
Machine Learning for an Artificial Intelligence Playing Tic-Tac-Toe Computer Systems Lab 2005 By Rachel Miller.
Playing GWAP with strategies - using ESP as an example Wen-Yuan Zhu CSIE, NTNU.
Kevin Clow: Artificial Intelligence Programmer Level Designer 3D modeler Matthew Vaughan: Project Manager Graphical User Interface Programmer Audio Programmer.
McGraw-Hill/Irwin © 2006 The McGraw-Hill Companies, Inc., All Rights Reserved. 1.
Soar: An Architecture for Human Behavior Representation
Artificial intelligence
Artificial Intelligence for Games Finite State Machines
DEEP RED An Intelligent Approach to Chinese Checkers.
McGraw-Hill/Irwin Copyright © 2009 by The McGraw-Hill Companies, Inc. All rights reserved.
Artificial intelligence IN NPCs. Early Role Playing games Npcs in early role playing games were very limited in terms of being “Intelligent”. For instance,
Genre Computer Games: Digital Games Design F1R2 11 © 2012 West Lothian CollegeAugust 2012/Review date August 2015 Genre.
Artificial Intelligence in Games
RULES Patty Nordstrom Hien Nguyen. "Cognitive Skills are Realized by Production Rules"
Vedrana Vidulin Jožef Stefan Institute, Ljubljana, Slovenia
Artificial Intelligence, simulation and modelling.
1 CO Games Development 1 Week 9 - part 2 Pathfinding Considerations Gareth Bellaby.
Assess usability of a Web site’s information architecture: Approximate people’s information-seeking behavior (Monte Carlo simulation) Output quantitative.
Finite State Machines Logical and Artificial Intelligence in Games Lecture 3a.
What do we know from research on:. Key points Digital games for learning have some distinctive features (see slide 3) Digital games for learning can have.
Learning Procedural Knowledge through Observation -Michael van Lent, John E. Laird – 인터넷 기술 전공 022ITI02 성유진.
Fantasy Football. Objective Students will use statistical analyses and quantitative evaluations to get the edge in fantasy football. By looking at data,
Evolutionary Computing Systems Lab (ECSL), University of Nevada, Reno 1 Authors : Siming Liu, Christopher Ballinger, Sushil Louis
The Game Development Process: Artificial Intelligence.
Agent Vision in 3D Environments Paul Werbicki Supervisor: Dr. Rob Kremer Department of Computer Science University of Calgary.
Team Member AI in an FPS and Goal Oriented Action Planning.
Artificial Intelligence and Video Games
PART IV: The Potential of Algorithmic Machines.
hamzah asyrani sulaiman
Ho-Chul Cho, Kyung-Joong Kim, Sung-Bae Cho
Android Game Devlopment
CIS 488/588 Bruce R. Maxim UM-Dearborn
Presentation transcript:

Game AI Matthew Hsieh Meng Tran

Computer Games Many different genres  Action  Role Playing  Adventure  Strategy  Simulation  Sports  Racing Each Genre has overlapping AI Roles We will talk mainly about Action games, First Person Shooters

First Person Shooters (Action) Games such as Half-Life 2, Quake, Doom 3, Unreal, Call of Duty, etc. Selling point of these games (besides graphics) is superior A.I. FPS needs to have enemies that are intelligent, have human-like behavior, and many other characteristics.

AI Characteristics for Tactical Enemies Interact with environment Fast response Realistic sensing Adapt to environment Adapt to human player Difficulty Strategy Interact with other AI’s Navigation Humanlike responses Reaction times Realistic movements Emotions Personalities Understand game flow Low computational overhead Low development overhead

So what can we use to successfully implement tactical enemy AI? We’ll find out shortly…

Soar Engine An engine that was developed for constructing generally intelligent systems Stood for State, Operator And Result (but no one says that anymore) How does it work? Soar takes in a state, goal state, an operator and other information. Using the information, Soar will decide the best operator to perform next to transform the current state to the next state. This is repeated over and over until the current state transforms into the goal state.

Current Applications of Soar Development of models for quantitatively predicting human performance at CMU. Robotic control architecture and DARPA Image Understanding Environment to process visual data at Pace University. Use Soar models to test theories of learning and improving human-computer interaction at Pennsylvania State University. Finally, what we want…Quakebot

Soar Quakebot Created by J. E. Laird and van Lent The Soar engine is programmable Rules – (If-then) parameters that fulfill an operator (Enemy within range, Have weapon) Operators - Rule-based decisions (Attack, Move) States – instance when an operator is applied The Soar Quakebot 100 operators 20 substates 715 rules Operators are chosen through a tree hierarchy

Tree Hierarchy Example Our decision tree shows some top level operators and the collect- powerups substate

Some Quakebot Parameters/Rules Decision Time – How fast the bot makes a decision used for realistic reactions 5 levels Aggressiveness – The probability the bot will attack and the range it attacks from 3 levels Complexity of Tactics – Strafing, Hopping 3 levels Level of Expertise (Aiming Skill) – The accuracy of each shot given the position of the player 3 levels

Soar Decision Cycle Sensing breaks down the data into rules or information Elaboration, Proposal, and Evaluation Run in parallel Elaboration creates the trees, Proposal chooses which operations are valid according to the rules and information given, Evaluation ranks these states (heuristics) The Operator Selection chooses the best operator for the current state.

Conclusion Soar Website Soar Quakebot sresearch.html sresearch.html