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Game AI (for Economists)

Julian Togelius IT University of Copenhagen

Who am I?• Malmöit

• Studied in Lund, Sussex, Essex

• Postdoc in Lugano, at ITU for 4.5 years

• philosophy + psychology >> artificial intelligence + robotics >> games

• Current research focus: player modelling, procedural content generation, evolutionary computation

Games + AI = …• Simple behaviour control for simple

NPCs in commercial games

• Occasional more complex algorithms in commercial games, e.g. behaviour trees

• Tree-search algorithms for board games and “general game playing”

• Reinforcement learning and evolution

• Procedural content generation

• Player modelling

Twitch-based games

Finite state machines

A* search

STRIPS-like planning

STRIPS-like planning

Behaviour trees

Strategy games

Potential fields

Social simulation games

Needs-based AI

Board games

MiniMax

Evaluation function

Neuroevolution

Monte Carlo Tree Search

Player modelling

• Player preferences

• Player experience

• Player style (abstract)

• Player behaviour (detailed)

Player level preferences in Super Mario Bros

• Neuroevolutionary preference learning

• Player experience model 73-92%

Player  Experience  (fun,  frustra4on,  anxiety,  …)

Level  features  and  rules,  playing  behavior

C.  Pedersen,  J.  Togelius,  G.  N.  Yannakakis.,  Modeling  Player  Experience  for  Content  Crea4on  IEEE  TCIAG,  2010

Procedural content generation in games

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