meis 2015 : a multilayered model for artificial intelligence of game character as agent architecture
TRANSCRIPT
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A Multilayered Model for
Artificial Intelligence of Game Character
as Agent Architecture*
Youichiro Miyake @miyayou https://www.facebook.com/youichiro.miyake
2016.9.26 (Sat)
@Nishijin Plaza Kyushu University
http://mcg.imi.kyushu-u.ac.jp/meis2015/
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Summary
• I am a game developer in game industry for more than 10 years.
• My research is focused on AI in digital game.
• There are some mathematical structures in AI.
• I want to show it in talk…
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Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram / Homomorphism in Agent Architecture
9. Summary
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INTRODUCTION
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Introduction
• From classical AI to modern AI.
• It means from scripted AI to autonomous AI.
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Level
Navigation AI
Meta-AI
Character AI
Dynamic allocation of enemies Observing level in real-time Direction for agents Making progress of game
Autonomous thinking Cooperation Team AI
Preparing data to make meta-AI and character AI recognize the level Managing object representation Managing Navigation data Path-finding / Tactical point analysis
Support
Enemy character
Player
Information Acquisition
Control
Brain
http://dear-croa.d.dooo.jp/download/illust.html
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
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Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram / Homomorphism in Agent Architecture
9. Summary
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AGENT ARCHITECTURE
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Technological Innovation
Time
Scale
The Industrial Revolution
Information Revolution
Network Revolution
Intelligence Revolution
Automation
Computerization
Networked
Intelligent
The 2nd Industrial Revolution
Motorization
1750 1860 1960 1990 Now…
Into “Intelligent” Wolrd
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Society and AI
Robot
Generation
Poppulation
AI
ageing society with fewer children Robot and AI will support ageing society with fewer children
© 2015 SQUARE ENIX CO., LTD. All rights reserved
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Intelligent Game System
Game System Intelligent
Game System
Digital Games also has become intelligent. So, what is “Intelligent Game System” ?
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What is digital game ?
• Interactive Digital Space
• The space becomes structured.
• AI becomes a module
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The System of digital game AI
• A role of AI in digital game become clear.
• There are three roles of AI.
AI to control a whole game system
AI of character (Character’s Brain)
AI to recognize an environment in game by analyzing a level, terrain, and space.
Meta AI
Character AI
Navigation AI
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Two Axis to categorize AI • The problem of “What is AI” is very difficult problem. • We had better know what problem AI is seeking to resolve.
Space Scale
Time Scale
Local Short time
Global timeless
Global Long time
Meta-AI
Character AI
Navigation AI
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Level
Navigation AI
Meta-AI
Character AI
Dynamic allocation of enemies Observing level in real-time Direction for agents Making progress of game
Autonomous thinking Cooperation Team AI
Preparing data to make meta-AI and character AI recognize the level Managing object representation Managing Navigation data Path-finding / Tactical point analysis
Support
Enemy character
Player
Brain
Information Acquisition
Control
http://dear-croa.d.dooo.jp/download/illust.html
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
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Environment and Character
Environment
Character
Character has interactions with an environment.
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
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Environment and Character
Environment
Character
Character has interactions with an environment.
IN PUT
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
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Environment and Character
Environment
Character
Character has interactions with an environment.
IN PUT
OUT PUT
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
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Environment and Character
Environment
Character Intelligence
Character has interactions with an environment.
IN PUT
OUT PUT
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
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Intelligence
World
Sensor
Information Flow
Effector
Agent Architecture
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Game World
(Environment/Level)
Five senses
Body
Language
Knowledge Representation
Knowledge Making
Decision Making
Body
Motion Making
Information Flow
Memory Internal Cyclic Information Flow
Sensor
Effector
Intelligence
Agent Architecture
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Information Flow
• Information flow connects the outer (environment) and the inner(=intelligence).
• This is caused by mental activity to organize the inner mind’s dynamics.
Information Flow
Internal Cyclic Information Flow
Making AI is achieved by designing Information flow. In actually, there are many information flow inside a mind.
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Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram / Homomorphism in Agent Architecture
9. Summary
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BLACKBOARD ARCHITECTURE
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Blackboard
KS
KS
KS
KS
KS
KS
Arbiter
Bruce Blumberg , Damian Isla, "Blackboard Architectures", AI Game Programming Wisdom (Charles River Media) , 2002
Blackboard Architecture (Knowledge-based AI)
Each KS (Knowledge Source) has special knowledge for a problem. KS read and write information on Blackboard. Arbiter controls all of KS.
All KSs communicate with each other via Blackboard.
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Hierarchical Blackboard
Primitive data
Analyzed data
More analyzed data
More analyzed data
More analyzed data
KS
KS
KS
KS
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Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR) Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
Hierarchical Blackboard (Example)
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Hearsay-II Voice Analysis Process
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR) Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
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Hearsay-II Voice Analysis Process
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR) Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
Blackboard
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Hearsay-II Voice Analysis Process
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR) Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
Blackboard
KS (Knowledge Source)
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Hearsay-II Voice Analysis Process
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR) Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
Blackboard Arbiter
KS (Knowledge Source)
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Hearsay-II Voice Analysis Process
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR) Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
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Hearsay-II Voice Analysis Process
PARAMETER
SYLLABLE
SEGMENT
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR) Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
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Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram / Homomorphism in Agent Architecture
9. Summary
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AGENT ARCHITECTURE WITH BLACKBOARD ARCHITECTURE
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Game World
(Environment/Level)
Five senses
Body
Language
Knowledge Representation
Knowledge Making
Decision Making
Body
Motion Making
Information Flow
Memory Internal Cyclic Information Flow
Sensor
Effector
Intelligence
Agent Architecture
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Agent Architecture applied Blackboard Architecture
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Agent Architecture applied Blackboard Architecture
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Agent Architecture applied Blackboard Architecture
Blackboard
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Agent Architecture applied Blackboard Architecture
KS (Knowledge Source)
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Agent Architecture applied Blackboard Architecture
KS (Knowledge Source)
Modularization has advantage of game development, because each module can be developed and improved independently. And it becomes easy to add a module in the development. More intelligent creature has more intelligent modules in its architecture.
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Agent Architecture applied Blackboard Architecture
KS (Knowledge Source)
Blackboard in Agent Architecture gives scalability and customizability.
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Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram / Homomorphism in Agent Architecture
9. Summary
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SUBSUMPTION ARCHITECTURE
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Subsumption Architecture
INPUT OUTPUT
Time
Abstraction (verbalizing)
Reactive
More Abstract thinking
Theoretical thinking
Abstract thinking
primitive stimuli becomes language
Making a body action Making a behavior
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Classical : Central domain All processes of intelligent modules are executed in sequence.
Subsumption : parallel & layered All processes of intelligent modules are executed in parallel.
Rodney Brooks, A robust layered control system for a mobile robot Robotics and Automation, IEEE Journal of (Volume:2 , Issue: 1 ) 1986
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Roomba (iRobot)
http://www.irobot.com/en/us/learn/home/roomba.aspx
Roomba has a subsumption architecture.
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Subsumption Architecture
INPUT OUTPUT
Time
Reactive
R
When a robot sees an object, It turns around.
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Subsumption Architecture
INPUT OUTPUT
Time
Reactive
R
When a robot sees an object, and Sees a cliff on the side It stops turning and gets back .
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Subsumption Architecture
INPUT OUTPUT
Time
Reactive
More Abstract thinking
Abstract thinking
R When a robot hears a sound, It stops anyway by stopping all motions.
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Subsumption Architecture
INPUT OUTPUT
Time
Reactive
More Abstract thinking
Theoretical thinking
Abstract thinking
R
When a robot cleans all rooms, It goes to energy station.
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Subsumption Architecture
INPUT OUTPUT
Time
Abstraction (verbalizing)
Reactive
More Abstract thinking
Theoretical thinking
Abstract thinking
primitive stimuli becomes language
Making a body action Making a behavior
Agent Architecture applied subsumption architecture.
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Game World
(Environment/Level)
Five senses
Body
Language
Knowledge Representation
Knowledge Making
Decision Making
Body
Motion Making
Information Flow
Memory Internal Cyclic Information Flow
Sensor
Effector
Intelligence
Agent Architecture
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Game World
(Environment/Level)
Five senses
Body
Language
Knowledge Representation
Knowledge Making
Decision Making
Body
Motion Making
Memory
Sensor
Effector
Agent Architecture
Hierarchical Recognition
Synthesis of motions
Knowledge Making
Decision Making
Motion Making
Knowledge Making
Decision Making
Motion Making
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Game World
(Environment/Level)
Five senses
Body
Language
Knowledge Representation
Knowledge Making
Decision Making
Body
Motion Making
Memory
Sensor
Effector
Agent Architecture
Hierarchical Recognition
Synthesis of motions
Knowledge Making
Decision Making
Motion Making
Knowledge Making
Decision Making
Motion Making
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Game World (Environment/Level)
Five senses
Body
Language
Knowledge Representation
Knowledge Making
Decision Making
Body
Motion Making
Memory
Sensor
Effector
Agent Architecture
Hierarchical Recognition
Synthesis of motions
Knowledge Making
Decision Making
Motion Making
Knowledge Making
Decision Making
Motion Making
Distributed Layered
Architecture =
Subsumption Architecture
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References
http://people.csail.mit.edu/brooks/publications.html
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Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. Modern Agent Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram / Homomorphism in Agent Architecture
9. Summary
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MODERN AGENT ARCHITECTURE FOR A GAME CHARACTER
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身体の反射レベル
Decision-Making
Physical Informat
ion
Abstract Informat
ion
More Abstract Informat
ion
Abstraction
Time
Decision-Making
Decision-Making
Decision-Making
Multi-Layered Blackboard
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Sensor Effector
World Dynamics
Artificial Intelligence
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Decision-Making
Physical Informat
ion
Abstract Informat
ion
More Abstract Informat
ion
Abstraction
Time
Decision-Making
Decision-Making
Decision-Making
Multi-Layered Blackboard
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Sensor Effector
World Dynamics
Artificial Intelligence
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身体の反射レベル
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Object
Object image on the lowest layer (Umwelt)
Object image on the second layer
Object image on the third
layer
Object image on the top
layer
Sensor Effector
Artificial Intelligence
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身体の反射レベル
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Object
Object image on the lowest layer (Umwelt)
Object image on the second layer
Object image on the third
layer
Object image on the top
layer
Sensor Effector
Artificial Intelligence
Information Flow
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Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt (Environment World)
8. Hierarchical structure / commutative diagram / Homomorphism in agent architecture
9. Summary
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UMWELT
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Umwelt
• “Umwelt” means a subjective world which a living thing has.
• “Umwelt” depends on its ecology.
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Umwelt
Jakob Johann Baron von Uexkül, Adolf Portmann, Streifzüge durch die Umwelten von Tieren und Menschen, ROWOHLT HAMBURG,1956 http://monoskop.org/Monoskop
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WORLD
BODY
Umwelt
A living thing grasps an objects in the world by two hands: functional effectors and perceptual sensors.
Object
Functional Organ (Body = Effector)
Perceptual Organ (Sensor)
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WORLD
BODY
Umwelt
Object
Functional Organ (Body = Effector)
Perceptual Organ (Sensor)
A subjective world is created by functional effectors and perceptual sensors.
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WORLD
BODY
Umwelt
Object
Functional Organ (Body = Effector)
Perceptual Organ (Sensor)
Each living thing has its different body and sensors.
A subjective world is created by functional effectors and perceptual sensors.
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WORLD
BODY
Umwelt
Object
Functional Organ (Body = Effector)
Perceptual Organ (Sensor)
Each living thing has a different subjective world. = Umwelt
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Bee’s Umwelt Objective
World
Bee’s Umwelt
Bees are interested in flowers.
Jakob Johann Baron von Uexkül, Adolf Portmann, Streifzüge durch die Umwelten von Tieren und Menschen, ROWOHLT HAMBURG,1956 http://monoskop.org/Monoskop
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Snail's Umwelt Research
①Put a snails on a ball. ②iterate to push and pull a bar in front of the snails. ③change a frequency of the iteratetion.
Experiment
Result
In 1-3 /sec frequency, a snail did not go to the front, but Over 4 frequency, It went front.
Conclusion
A snails recognize the bar stops over 4 frequency. =In snails’ Umwelt, a frequency of sensors is under 4. (Human frequency is about 18.)
Jakob Johann Baron von Uexkül, Adolf Portmann, Streifzüge durch die Umwelten von Tieren und Menschen, ROWOHLT HAMBURG,1956 http://monoskop.org/Monoskop
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Snail's Umwelt Research
A child chicken is tied to a bar with rope and closed in a transparent dome which prevent sound propagation.
Experiment
Result
(Upper) Parent chicken ignored it. (Lawer) Parent chicken went to help a child.
Conclusion
In chicken’s Umwelt, voice is more important rather than visual sensor.
ユクスキュル/クリサート、 「生物から見た世界」 (岩波文庫)
Jakob Johann Baron von Uexkül, Adolf Portmann, Streifzüge durch die Umwelten von Tieren und Menschen, ROWOHLT HAMBURG,1956 http://monoskop.org/Monoskop
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身体の反射レベル
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Object
Object image on the lowest layer (Umwelt)
Object image on the second layer
Object image on the third
layer
Object image on the top
layer
Sensor Effector
Artificial Intelligence
Information Flow
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Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt (Environment World)
8. Hierarchical structure / commutative diagram / Homomorphism in Agent Architecture
9. Summary
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HIERARCHICAL STRUCTURE / COMMUTATIVE DIAGRAM / HOMOMORPHISM IN AGENT ARCHITECTURE
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身体の反射レベル
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Object
Object image on the lowest layer (Umwelt)
Object image on the second layer
Object image on the third
layer
Object image on the top
layer
Sensor Effector
Artificial Intelligence
Information Flow
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Real World
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
Image of object Image of body (=self)
R R Representation
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’ S’’
Action: f’’
Sense: p’’
Image of object Image of body (=self)
R R
R R
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’ S’’
Action: f’’
Sense: p’’
O’’ S’’
Action: f’’
Sense: p’’
R R
R R
R R
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’ S’’
Action: f’’
Sense: p’’
R
R
R
R
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’ S’’
Action: f’’
Sense: p’’
R
R
R
R
Sequence of Self
Sequence of Object
R R
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’ S’’
Action: f’’
Sense: p’’
R
R
R
R
Sequence of Self
Sequence of Object
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’ S’’
Action: f’’
Sense: p’’
R
R
R
R
Sequence of Self
Sequence of Object
“Self” is a sequence of selfs. “Object” is a sequence of objects.
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’ S’’
Action: f’’
Sense: p’’
R
R
R
R
Sequence of Self
“Self” is a sequence of selfs. “Object” is a sequence of objects.
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Representation
• “Representation” is essential concept of AI.
• “Knowledge Representation” (KR) is representation of knowledge AI uses.
• To transform “real things” to KR is the most basic techniques in AI.
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’ S’’
Action: f’’
Sense: p’’
R
R
R
R
Sequence of Self
“Self” is a sequence of selfs. “Object” is a sequence of objects.
Vector to move Vector to enter
Dude, Where's My Warthog: From Pathfinding to General Spatial Competence, D. Isla, Invited talk, Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 2005 http://naimadgames.com/publications.html
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’ S’’
Action: f’’
Sense: p’’
R
R
R
R
“Self” is a sequence of selfs. “Object” is a sequence of objects.
Killzone 2 Multiplayer Bots Remco Straatman, Tim Verweij, Alex Champandard | Paris Game/AI Conference 2009, Paris, June 2009 http://www.guerrilla-games.com/publications.html
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S (Body)
O (Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’ S’’
Action: f’’
Sense: p’’
R
R
R
R
“Self” is a sequence of selfs. “Object” is a sequence of objects.
Handling Complexity in the Halo 2 AI, D. Isla, GDC 2005 Dude, Where's My Warthog: From Pathfinding to General Spatial Competence, D. Isla, Invited talk, Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 2005 http://naimadgames.com/publications.html
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Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram / Homomorphism in Agent Architecture
9. Summary
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SUMMARY
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Summary
• I am a game developer in game industry for more than 10 years.
• My research is focused on AI in digital game.
• There are some mathematical structures in AI.
• I want to show it in talk…