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7 . 1. Oscars & Artificial Intelligence. Interim awards and introduction to game AI. CSC2007 Oscars. Mid-way awards . Submission with the most impressive/complex exploratory code. Category One. Submission with the best progress to date. Category One Honorary Mentions.

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7 . 1. Oscars & Artificial Intelligence


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7 1 oscars artificial intelligence

7.1.Oscars & Artificial Intelligence

Interim awards and introduction to game AI

csc2007 oscars
CSC2007 Oscars

Mid-way awards

slide3
Submission with the most impressive/complex exploratory code

Category One

Submission with the best progress to date

slide4

Category One Honorary Mentions

  • Team membersGame name

Category One: Honorary Mentions

slide5

Category One Winners

  • Team members
  • Team name
  • Game name
slide6
Most authentic rendition of a classic computer game

Category Two

Most original/fun game design or game play idea

Game I least want to present at the Board of Examiners

Most comprehensive game design including development plan and contingency planning.

Team/Game with the most inappropriate name

Team/Game with the best name

slide7

Category Two Winners

Category

Team members

Team name – Game name

introduction to game ai
Introduction to Game AI

Introduction to game-oriented artificial intelligence

slide9

Artificial Intelligence (academic vs. game)

Artificial intelligence aims to develop machines that can perform human ‘thinking’ tasks.

Academic research is split into two camps:

Strong AI – creating systems that model human thought processes

Weak AI – creating working systems that need not be physiologically plausible

Academic AI tends to focus on optimal problem solving.

Game AI must work within tight computational constraints, i.e. effort vs. outcome is central.

slide10

The aims of game artificial intelligence

The aims of game-oriented AI can be summarised as follows. The AI must:

appear intelligent, yet purposely flawed (i.e. beatable)

have no unintended weaknesses (that can be repeatable exploited)

provide an entertaining or engaging experience

perform within tight CPU/memory constraints

be configurable

not keep the game from shipping

slide11

Aside: Describe the colour of square A? What colour is B?

A is exactly the same colour as B!

The illusion of intelligence…

Most people assess intelligence (or the lack thereof) on how an object behaves.

Acting in a complex (human-like) manner is readily perceived as intelligence behaviour.

One means of enhancing game AI is to provide visual/auditory feedback on what the game object is ‘thinking.’

Often simple or semi-random behaviour will be perceived/intepretated by the player as complex/intelligent.

slide12

A practical definition of game AI

“Game AI is anything that contributes to the perceived intelligence of an entity, regardless of what’s under the hood.”

Aside: Searle’s Chinese Room argument

slide13

Game AI (is it, or isn’t it)

Which of the following could be classified as providing an example of AI within the context of a game?

Does a single ‘if’ statement constitute intelligence?

What about scripted behaviour?

If an NPC selects which animation to play?

(If this is done via a set of if statements?)

Maybe path-finding?

If game automatically generates an environment?

genre specific ai
Genre Specific AI

The forms of AI found within different types of (2D) game

slide15

To do:

Consider own game

AI (in general)

AI needs within the game can include:

Perception – determining what can be seen (other opponents, pick-ups, incoming projectiles, etc.)

Steering – basic character movement

Action – executing available actions, e.g. aiming, shooting, etc.

Path-finding – movement route planning

Decision making – determining what to do next (dodge, seek health, ambush, etc.). At higher levels this becomes tactical AI.

slide16

AI (side-on/top-down shooters)

AI needs within the game can include:

Perception – detecting nearby objects, incoming projectiles, etc.

Steering – opponent movement, e.g. player tracking, projectile avoidance, etc.

Firing – basic control, firing towards player

Aside: AI within 2D shooters may be effectively nonexistent, i.e. relying on fixed patterns of movement and opponent numbers to provide challenge

slide17

AI (driving)

AI needs within the game can include:

Perception – detecting other traffic

Steering – driving line, cornering, breaking

Decision making – overtaking points, collision avoidance

Aside: GTA/Driver clones would also include AI routines to model other road traffic, etc.

slide18

AI (platform)

AI needs within the game can include:

Perception – determining actions/movement of player

Steering – moving towards/away from player

Shooting – basic control, e.g. aiming

Aside: Platform games tend to have opponents which have predictable, easily understood behaviour. Challenge arises from the need to time jumps, shots, etc. to overcome such opponents.

slide19

AI (real time / turn-based strategy)

AI needs within the game can include:

Perception – determining what can be seen (other opponents, resources)

Steering – group movement, etc.

Path-finding – movement route planning

Tactical and Strategic Analysis – determining overall strategy build, attack, etc.

Aside: AI in real-time games is mostly the same as in turn-based games. Real-time games must impose tight performance constraints on the AI.

slide20

AI (beat-em-up)

AI needs within the game can include:

Decision making – determining what to do next (block, back-up, attack, etc.).

Aside: The behaviour can be adaptive, i.e. reacting to the player’s patterns of behaviour

slide21

AI (sport)

AI needs within the game can include:

Steering – basic character movement, group movement, etc.

Decision making – determining what to do next, selecting plays, formations, etc. from an available ‘playbook’

Tactical Analysis – determining play objectives

Aside: Sport AI has the benefit of drawing upon existing expert knowledge, but must return realistic, ‘human-like’ behaviour

summary

Summary

Today we explored:

  • The role of AI within games and the constraints game AI must operate within
  • The typical roles of AI within 2D game genres

To do:

  • Think about the role and needs of AI within your game
  • Read about the Week 9 Alpha hand-in and plan what you hope to develop