Georgios N. Yannakakis @yannakakis
Transcript of Georgios N. Yannakakis @yannakakis
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Artificial Intelligence and GamesIntroduction
Georgios N. Yannakakis@yannakakis
Julian Togelius@togelius
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Artificial Intelligence is at the very core of modern game design and development. It plays and tests games, it supports the design of games and it analyses the way we play them. AI techniques used for these tasks include expert domain-knowledge systems, search and optimization, computational intelligence, and machine learning. This course aims to introduce students to the theory and practice of game artificial intelligence.
Why a course on AI in and for Games?
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• Describe and theorize on the AI algorithms covered in class.
• Identify tasks that can be tackled through AI techniques and select the appropriate technique for the problem under investigation.
• Compare the performance of different AI techniques and reflect on their suitability for game AI development.
• Design and implement efficient and robust game AI algorithms.
Learning Objectives
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• Give a comprehensive overview of AI for gamesand games for AI, as well as hands-on experiences with new technology
• Enable new exciting inventions and discoveries
Class Core Aim
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Artificial Intelligence
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Making computers able to do things which currently only humans can do
Artificial Intelligence
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Making computers able to do things which currently only humans can do in games
Artificial Intelligence in Games
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• Play them• Study them• Build content for them
• levels, maps, art, characters, missions…
• Design and develop them
• Do marketing• Make a statement• Make money!
What do Humans Do with Games?
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Games for Artificial Intelligence
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Games are Hard and Interesting Problems!
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Richest (?) HCI
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Smithsonian American Art Museum (2012)
Games are everywhereMore Content More Data
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Games are content-intensive
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Perception
Signal Processing
Machine Learning
Artificial Psychology
Planning and Search
KR and Reasoning
Natural language processing
Navigation
...
Games and AI Areas
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Games realise AI’s long-standing goals
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Liapis, Yannakakis, Togelius: "Computational Game Creativity," in Proceedings of the Fifth International Conference on Computational Creativity, 2014.
Multifaceted Creativity
Visuals
Audio
Narrative
Levels Gameplay
Rules
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Artificial Intelligence for Games
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AI Plays and Improves your Game
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What is Diablo 3: "[previous] games established the series’ hallmarks: randomized levels, the relentless attacks of monsters and events in a perpetually fresh world, [...]"
"Experience Daylight, a procedurally generated psychological thriller for your PC."
More Content, Better Content!
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Player Experience – Data Mining
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AI and Games History – Academia
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A long-lasting love (1950s)
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Early Days on the Board (60s-present)
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• The Game Turing test was passed by two AI-controlled bot entries in Unreal Tournament 2004, in 2012!
• Neuroevolution was one of the approaches
The Digital Era - A milestone
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The Digital Era – A few other milestones
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From Board to Computer Game AI
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IEEE CIG and AIIDE Competitions
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Game AI [2005-….]
AI for better games
Player experience / design / authoring
Games as AI Arenas
NPC Performance
Computer Game AI in Academia: History
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0%
20%
40%
60%
80%
100%
2005 2006 2007 2008 2009 2010 2011
PlayerExperience/BelievabilityGame DM
PCG
Interactive Storytelling
Pathfinding
Robotics/A-Life
Authoring
NPC
Board/Math games
Computer Game AI
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UltimateExperience
Effort
NPC Behavior
Pla
yer
Experience
Yannakakis, G. N. "Game AI revisited" Proceedings of the 9th conference on Computing Frontiers. ACM, 2012.
Game AI is Dead!
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AI and Games: A bit of history – Industry
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• Implicit cooperation• Differing Ghost
“Personalities”– Aggressive Blinky– Cunning Pinky– Wired Inky– Scared Clyde
• Attack – don’t care waves
• No randomness
PacMan (Namco, 1980)
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• Level generation• Constructive
approach• Inspired rogue-like
game genre
Rogue (AI Design, 1980)
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• Galaxy generation• Compression
Elite (Acornsoft, 1984)
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• Cellular automata• Influence Maps
SimCity (Maxis, 1989)
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• Map/Level generation
Civilization (MicroProse, 1991)
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• Stealth FPS, FP-Sneaker• Advanced sensory system• Guards perceive and respond
to the environment– Noise, lighting, movement, and
shadows.
Thief (EIDOS, 1998)
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• FPS + puzzle solving• Opponent Tactics
– Coverage, dodging, full-level navigation
• Integration of AI into the story• Valve hired Quake AI Mod
developers for HL 2
Half-Life (Valve, 1998)
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• Smart (interactive) terrains
• Smart (interactive) objects
Sims (EA, 2000)
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Black & White (EA, 2000)
• Perceptrons, Decision Trees, Belief-Desire-Intentions model
• Imitation Learning• Reinforcement learning:
creature slapped or stroked• Gesture recognition
Black & White (EA, 2000)
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• The revolution of Behavior Trees• More human-like bots
Halo 2 (MS Game Studios, 2004)
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• Best AI opponent – bot (at the time)• Bot squads, teammate behaviors• Cover when hit from behind• Intelligent tactics• Move through walls and under objects• Planning system based on STRIPS• “Environments to showcase the AI”
F.E.A.R. (Sierra, 2005)
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• Drivatar system• Imitation Learning• MS Research – Cambridge
Forza Motorsport (MS game studios, 2005)
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• Interactive Storytelling• Natural Language Processing• AI faults: absorbed by game (character) design
Façade (Mateas & Stern, 2005)
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• AI director– Intelligent enemy
placement– Intelligent item
placement– Player emotional
cues (visual effects, dynamic music)
Left 4 Dead (Valve, 2008)
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• Level generation• Ultimate re-playability • Guarantees playability
Spelunky (Mossmouth, 2008)
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• Survival horror• Personality-based
adaptation
Silent Hill (Konami, 2010)
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Heavy Rain (Quantic Dream, 2010)
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• E.g. Kate & Milo (demo), Kinectimals, etc..• Affective AI• Posture (fully body) Recognition• Speech recognition
Various Kinect Games (2010 – …)
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Bioshock Infinite (2k Games, 2013)
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Nevermind (Flying Mollusk, 2016)
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No Man’s Sky (Hello Games, 2016)
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Game AIAcademia
Game AIIndustry
Methods
Domain
A historical “gap”
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Some Facts about the “Gap”
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Games helps us design better AI…
…and AI can help us make better games ...
…but not necessarily through game agents!
How then?
G. N. Yannakakis, “Game AI Revisited,” in Proceedings of the 9th ACM Computing Frontiers Conference, pp. 285-292, 2012. (invited paper)
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Game AIPlay
Games
Generate Content
Model Players
G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018
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Game AIPlay
Games
Generate Content
Model Players
G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018
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Procedural Content Generation
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Game AIPlay
Games
Generate Content
Model Players
G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018
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Game AIPlay
Games
Generate Content
Model Players
G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018
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“Games cannot be dissociated from emotion
and learning…”
G. N. Yannakakis and A. Paiva “Emotion in Games,” in Oxford Handbook of Affective Computing, 2014
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Player Modeling
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“Games: the final frontier for AI?”
“AI: the next step for Games!”
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Readings: Chapter 1gameaibook.org