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Artificial Intelligence and GamesIntroduction
Georgios N. Yannakakis@yannakakis
Julian Togelius@togelius
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Artificial Intelligence is at the very core of modern game design and development. It plays and tests games, it supports the design of games and it analyses the way we play them. AI techniques used for these tasks include expert domain-knowledge systems, search and optimization, computational intelligence, and machine learning. This course aims to introduce students to the theory and practice of game artificial intelligence.
Why a course on AI in and for Games?
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• Describe and theorize on the AI algorithms covered in class.
• Identify tasks that can be tackled through AI techniques and select the appropriate technique for the problem under investigation.
• Compare the performance of different AI techniques and reflect on their suitability for game AI development.
• Design and implement efficient and robust game AI algorithms.
Learning Objectives
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• Give a comprehensive overview of AI for gamesand games for AI, as well as hands-on experiences with new technology
• Enable new exciting inventions and discoveries
Class Core Aim
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Artificial Intelligence
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Artificial Intelligence
Making computers able to do things which currently only humans can do
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Artificial Intelligence in Games
Making computers able to do things which currently only humans can do in games
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What do humans do with games?
• Play them• Study them• Build content for them
• levels, maps, art, characters, missions…
• Design and develop them
• Do marketing• Make a statement• Make money!
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Games for Artificial Intelligence
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Games are hard and interesting problems
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Richest (?) HCI
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Games are everywhereMore content and Data
Smithsonian American Art Museum (2012)
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Games are content-intensive
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Games and AI areas
Perception
Signal Processing
Machine Learning
Artificial Psychology
Planning and Search
KR and Reasoning
Natural language processing
Navigation
...
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Games realise AI’s long-standing goals
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Liapis, Yannakakis, Togelius: "Computational Game Creativity," in Proceedings of the Fifth International Conference on Computational Creativity, 2014.
Visuals
Audio
Narrative
Levels Gameplay
Rules
Multifaceted Creativity
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Artificial Intelligence for Games
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AI Plays and Improves your Game
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More Content, Better Content!
What is Diablo 3: "[previous] games established the series’ hallmarks: randomized levels, the relentless attacks of monsters and events in a perpetually fresh world, [...]"
"Experience Daylight, a procedurally generated psychological thriller for your PC."
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Player Experience – Data Mining
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AI and Games History – Academia
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A long-lasting love (1950s)
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Early Days on the Board (60s-present)
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• The Game Turing test was passed by two AI-controlled bot entries in Unreal Tournament 2004, in 2012!
• Neuroevolution was one of the approaches
The Digital Era - A milestone
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The Digital Era – A few other milestones
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From Board to Computer Game AI
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IEEE CIG and AIIDE Competitions
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Computer Game AI in Academia: History
Game AI [2005-….]
AI for better games
Player experience / design / authoring
Games as AI Arenas
NPC Performance
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0%
20%
40%
60%
80%
100%
2005 2006 2007 2008 2009 2010 2011
PlayerExperience/BelievabilityGame DM
PCG
Interactive Storytelling
Pathfinding
Robotics/A-Life
Authoring
NPC
Board/Math games
Computer Game AI
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UltimateExperience
Effort
NPC Behavior
Pla
yer
Experience
Game AI is dead!
Yannakakis, G. N. "Game AI revisited" Proceedings of the 9th conference on Computing Frontiers. ACM, 2012.
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AI and Games: A bit of history – Industry
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• Implicit cooperation– Aggressive Blinky, Cunning
Pinky, Wired Inky, Scared Clyde
• Attack – don’t care waves• No randomness
PacMan (Namco, 1980)
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Rogue (AI Design, 1980)
• Level generation• Constructive approach• Inspired rogue-like
game genre
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Elite (Acornsoft, 1984)
• Galaxy generation• Compression
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SimCity (Maxis, 1989)
• Cellular automata• Influence Maps
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Civilization (MicroProse, 1991)
• Map/Level generation
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Thief (EIDOS, 1998)
• Stealth FPS, FP-Sneaker• Advanced sensory system• Guards perceive and respond
to the environment– Noise, lighting, movement, and
shadows.
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Half-Life (Valve, 1998)
• FPS + puzzle solving• Opponent Tactics
– Coverage, dodging, full-level navigation
• Integration of AI into the story• Valve hired Quake AI Mod
developers for HL 2
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Sims (EA, 2000)
• Smart (interactive) terrains
• Smart (interactive) objects
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Black & White (EA, 2000)
• Perceptrons, Decision Trees, Belief-Desire-Intentions model
• Imitation Learning• Reinforcement learning:
creature slapped or stroked• Gesture recognition
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• The revolution of Behavior Trees• More human-like bots
Halo 2 (MS Game Studios, 2004)
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• Best AI opponent – bot (at the time)
• Bot squads, teammate behaviors
• Cover when hit from behind
• Intelligent tactics• Move through walls and
under objects• Planning system based on
STRIPS• “Environments to
showcase the AI”
F.E.A.R. (Sierra, 2005)
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• Drivatar system• Imitation Learning• MS Research – Cambridge
Forza Motorsport (MS game studios, 2005)
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Façade (Mateas & Stern, 2005)
• Interactive Storytelling• Natural Language Processing• AI faults: absorbed by game (character) design
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Left 4 Dead (Valve, 2008)
• AI director– Intelligent enemy
placement– Intelligent item
placement– Player emotional
cues (visual effects, dynamic music)
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Spelunky (Mossmouth, 2008)
• Level generation• Ultimate re-playability • Guarantees playability
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Silent Hill (Konami, 2010)
• Survival horror• Personality-
based adaptation
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Heavy Rain (Quantic Dream, 2010)
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Various Kinect Games (2010 – …)
• E.g. Kate & Milo (demo), Kinectimals, etc..• Affective AI• Posture (fully body) Recognition• Speech recognition
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Bioshock Infinite (2k Games, 2013)
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Nevermind (Flying Mollusk, 2016)
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No Man’s Sky (Hello Games, 2016)
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A historical “gap”
Game AIAcademia
Game AIIndustry
Methods
Domain
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Some Facts about the “Gap”
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Games helps us design better AI…
…and AI can help us make better games ...
…but not necessarily through game agents!
How then?
G. N. Yannakakis, “Game AI Revisited,” in Proceedings of the 9th ACM Computing Frontiers Conference, pp. 285-292, 2012. (invited paper)
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Game AIPlay
Games
Generate Content
Model Players
G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018
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Game AIPlay
Games
Generate Content
Model Players
G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018
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Procedural Content Generation
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Game AIPlay
Games
Generate Content
Model Players
G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018
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Game AIPlay
Games
Generate Content
Model Players
G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018
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“Games cannot be dissociated from emotion
and learning…”
G. N. Yannakakis and A. Paiva “Emotion in Games,” in Oxford Handbook of Affective Computing, 2014
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Player Modeling
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“Games: the final frontier for AI?”
“AI: the next step for Games!”
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Readings: Chapter 1gameaibook.org