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Artificial Intelligence and Games Introduction Georgios N. Yannakakis @yannakakis Julian Togelius @togelius

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Page 1: Artificial Intelligence and Gamesgameaibook.org/wp-content/uploads/2018/09/1.Introduction.pdf · 2018-09-01 · Artificial Intelligence is at the very core of modern game design and

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