1 / 90

and the Future of Game A.I.

and the Future of Game A.I. Jeff Orkin M.I.T. Media Lab Cognitive Machines Group. Grid Computing & Video Games. Grid Computing & Video Games. MIT Media Lab: Cognitive Machines Group. If we had infinite processing power, what would we do?. Distributed AI Open Systems for Game AI

sierra
Download Presentation

and the Future of Game A.I.

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. and the Future of Game A.I. Jeff Orkin M.I.T. Media Lab Cognitive Machines Group

  2. Grid Computing & Video Games

  3. Grid Computing & Video Games

  4. MIT Media Lab:Cognitive Machines Group

  5. If we had infinite processing power, what would we do? • Distributed AI • Open Systems for Game AI • The Massively Single Player Game

  6. If we had infinite processing power, what would we do? • Distributed AI • Open Systems for Game AI • The Massively Single Player Game

  7. If we had infinite processing power, what would we do? More AI !!!!

  8. If we had infinite processing power, what would we do? “Dead Rising”, Capcom 2006 (XBox360)

  9. Old School Game AI class Soldier: public character { public: void UpdateAI() { // Do some AI stuff... } };

  10. Shogo, 1998 “Shogo: Mobile Armor Division”, Monolith Productions 1998 (PC)

  11. No One Lives Forever, 2000 “No One Lives Forever”, Monolith Productions 2000 (PC)

  12. F.E.A.R., 2005 “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)

  13. Goal-Oriented Behavior

  14. NOLF2 Goals

  15. NOLF2 Goals

  16. NOLF2 Goals

  17. NOLF2 Goals

  18. NOLF2 Goals

  19. Problem: Dependencies

  20. Problem: Dependencies

  21. Problem: Dependencies

  22. Problem: Dependencies “No One Lives Forever 2”, Monolith Productions 2002 (PC)

  23. F.E.A.R. “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)

  24. F.E.A.R.

  25. Planning

  26. Planning

  27. Planning

  28. Planning

  29. Planning

  30. Dynamic Problem Solving “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)

  31. Dynamic Problem Solving “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)

  32. Replanning “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)

  33. F.E.A.R. Demo “F.E.A.R.: First Encounter Assault Recon”, Monolith Productions 2005 (PC)

  34. Preconditions: Visibility Pathfinding Tactical Position Validity AI Performance: Off the Chart!

  35. Solution Re-consider Agent Architecture • Distributed processing • Caching Inspiration: • MIT Media Lab’s C4 • Robotics

  36. Solution

  37. What is a soldier?

  38. What is a soldier?

  39. What is a soldier?

  40. Sensors: See What is a soldier?

  41. Sensors: See Hear What is a soldier?

  42. Sensors: See Hear Feel pain What is a soldier?

  43. Subsystems: Navigate / Move What is a soldier?

  44. Subsystems: Navigate / Move Attention Selection (Targeting) What is a soldier?

  45. Subsystems: Navigate / Move Attention Selection (Targeting) Weapons What is a soldier?

  46. Distributed Processing with Sensors • More than Vision, Hearing, Touch • Tactical analysis • Internal desires

  47. Sharing Knowledge

  48. Sharing Knowledge “No One Lives Forever 2”, Monolith Productions 2002 (PC)

  49. Sharing Knowledge

More Related