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Game AI (for Economists)
Julian Togelius IT University of Copenhagen
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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
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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
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Twitch-based games
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Finite state machines
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A* search
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STRIPS-like planning
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STRIPS-like planning
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Behaviour trees
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Strategy games
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Potential fields
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Social simulation games
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Needs-based AI
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Board games
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MiniMax
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Evaluation function
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Neuroevolution
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Monte Carlo Tree Search
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Player modelling
• Player preferences
• Player experience
• Player style (abstract)
• Player behaviour (detailed)
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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
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Procedural content generation in games