Artificial Intelligence in Video Games Damián Isla, Director of Technology Moonshot Games.
Artificial Intelligence in Video Games: A Love Story
-
Upload
damian-isla -
Category
Technology
-
view
633 -
download
2
description
Transcript of Artificial Intelligence in Video Games: A Love Story
A Love StoryArtificial Intelligence in Video Games
Damián Isla, Co-Founder / Tech / The Molasses Flood
Today
What is [Game] A.I.?
Plus: A Couple Fundamental Truths
Where does A.I. Live?
Further Thoughts
WHAT IS [GAME] A.I.?
A.I. = Artificial Intelligence
Generally
Make computers smart (primary)
Make computers think like humans (secondary)
Early A.I.
“Within a generation ... the problem of creating 'artificial intelligence' will substantially be solved.”
- Marvin Minsky
“Machines will be capable, within twenty years, of doing any work a man can do.”
- Herbert Simon
1967
1965
Fundamental Truth:
The hard stuff is easy, and the easy stuff is hard
Today AI
VisionRobotics / Control
Machine Learning
Data Mining
NLP
Planning
Applied Statistics
But What is Game A.I.?
Point 1
AI is about making computers smart.
Game AI is about making computers fun.
Smart is often not fun.
Fun is often not smart.
Point 2
Game AI is tightly interwoven with Game Design
AI is the gameplay.
1. AI coders need great design intuition, OR2. Designers need to be able to code, OR3. We need great tools for designers to express
behavior
Point 3
Game AI benefits from lots and lots of content.
If it looks and moves right, players think it’s smart.
If it looks or moves wrong, players think it’s dumb.
Fundamental Truth:
The hard stuff is easy, and the easy stuff is hard
Fundamental Truth:
90% of the effort is spent on the “easy” stuff.
WHERE DOES A.I. LIVE?
1 Character
Adversaries
Halo 2Bungie/Microsoft
Pac ManNamco
Alien: IsolationThe Creative Assembly
Adversaries
Workable Designer and engineer can author and maintain lots of “A.I.
content”.
Coherent A.I. seems alive Focused attention, priorities
Transparent player can explain and interpret actions player can predict
Companions
Half-Life 2Valve
Bioshock: InfiniteIrrational Games / 2K
Last Of UsNaughty Dog
Bioshock: InfiniteIrrational Games / 2K
http://youtu.be/2viudg2jsE8?t=10m46s
1 Character
2 Squad
Squads
FIFA 13EA Sports
Brothers in Arms: Hell’s HighwayGearbox
Player Approach
Generator 1 Generator 2
Player Approach
Generator 1 Generator 2
1 Character
2 Squad
3 Crowd
Crowds
Assassin’s Creed: UnityUbisoft
Grand Theft Auto VRockstar Games
Crowds
Aggregate Dynamics for Dense Crowd SimulationNarain et al. University of North Carolina at Chapel Hill
http://youtu.be/pqBSNAOsMDc
1 Character
2 Squad
3 Crowd
4 Strategy
Strategy
Total War: Rome IIIntroversion
StarCraft IIBlizzard
Strategy
1 Character
2 Squad
3 Crowd
4 Strategy
5 Societies
Societies
SimCity 2013Maxis / EA
Civilization VFiraxis
Societies
Civilization IVFiraxis
1 Character
2 Squad
3 Crowd
4 Strategy
6 Player Modeling
5 Societies
Player Modeling
Forza 5Turn 10 Studios / Microsoft
This is FootballSony
Player Modeling
Player Modeling
1 Character
2 Squad
3 Crowd
4 Strategy
6 Player Modeling
5 Societies
7 Procedural Generation
Procedural Generation
MinecraftMojang
No Man’s SkyHello Games
Procedural Narrative
<Versu>
FaçadeMichael Mateas and Andrew Stern
VersuLittle Text People
1 Character
2 Squad
3 Crowd
4 Strategy
6 Player Modeling
5 Societies
8 Analytics & Big Data
7 Procedural Generation
Analytics & Big Data
League of LegendsRiot Games
FarmvilleZynga
Analytics & Big Data
League of Legends (Oct 2013)
32.5 Million daily
1.3 Billion hours played per month
Farmville 2 (Dec 2012)
40 Million Monthly
8 Million Daily
Analytics & Big Data
A/B Testing
Log /Transcript Analysis
Population Clustering / Segmentation
etc.
CONCLUSIONS
Why I Do This
AI is Applied Research
Wide variety of challenges
Central to the player experience
History Repeats Itself
Game AI is recapitulating Academic AI
The Field is Fragmenting
Incorporating more statistical techniques
Questions?
Damian Isla@damian_isla