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Explore the potential of infinite processing power in game AI through distributed systems for the Massively Single Player Game. Discover the latest advancements in distributed AI and open systems for game AI, drawing inspiration from games like "Dead Rising," "No One Lives Forever," and "F.E.A.R." Dive into dynamic problem-solving, goal-oriented behavior, and agent architecture in the context of gaming AI research and development.
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and the Future of Game A.I. Jeff Orkin M.I.T. Media Lab Cognitive Machines Group
If we had infinite processing power, what would we do? • Distributed AI • Open Systems for Game AI • The Massively Single Player Game
If we had infinite processing power, what would we do? • Distributed AI • Open Systems for Game AI • The Massively Single Player Game
If we had infinite processing power, what would we do? More AI !!!!
If we had infinite processing power, what would we do? “Dead Rising”, Capcom 2006 (XBox360)
Old School Game AI class Soldier: public character { public: void UpdateAI() { // Do some AI stuff... } };
Shogo, 1998 “Shogo: Mobile Armor Division”, Monolith Productions 1998 (PC)
No One Lives Forever, 2000 “No One Lives Forever”, Monolith Productions 2000 (PC)
F.E.A.R., 2005 “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)
Problem: Dependencies “No One Lives Forever 2”, Monolith Productions 2002 (PC)
F.E.A.R. “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)
Dynamic Problem Solving “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)
Dynamic Problem Solving “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)
Replanning “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)
F.E.A.R. Demo “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)
Preconditions: Visibility Pathfinding Tactical Position Validity AI Performance: Off the Chart!
Solution Re-consider Agent Architecture • Distributed processing • Caching Inspiration: • MIT Media Lab’s C4 • Robotics
Sensors: See What is a soldier?
Sensors: See Hear What is a soldier?
Sensors: See Hear Feel pain What is a soldier?
Subsystems: Navigate / Move What is a soldier?
Subsystems: Navigate / Move Attention Selection (Targeting) What is a soldier?
Subsystems: Navigate / Move Attention Selection (Targeting) Weapons What is a soldier?
Distributed Processing with Sensors • More than Vision, Hearing, Touch • Tactical analysis • Internal desires
Sharing Knowledge “No One Lives Forever 2”, Monolith Productions 2002 (PC)