The Intelligence of Agents in Games - ICAART · 2016-07-21 · –they should be able to recover...

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The Intelligence of Agents in Games Pieter Spronck Tilburg University, The Netherlands Tilburg center for Cognition and Communication Creative Computing

Transcript of The Intelligence of Agents in Games - ICAART · 2016-07-21 · –they should be able to recover...

Page 1: The Intelligence of Agents in Games - ICAART · 2016-07-21 · –they should be able to recover from mistakes • Creativity –they should be able to come up with new solutions

The Intelligence of Agents in Games

Pieter Spronck

Tilburg University, The Netherlands Tilburg center for Cognition and Communication

Creative Computing

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US Game Sales in Billions of Dollars

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Game AI Research

Player interaction

Game

Content Agents

Player Modeling

Search & Planning

AI-assisted Design

Procedural Content Generation

Computational Narrative

General Game AI

Behavior Learning

Believable Agents

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Game Agents

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Final Fantasy (1987)

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Final Fantasy VI (1994)

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Final Fantasy VII (1997)

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Final Fantasy IX (2001)

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Final Fantasy XIII (2009)

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Oblivion Buffoon

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AI has not changed at all

Ultima VI: The False Prophet (1990)

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Game AI Tech Situation

• Game worlds are ever increasing in realism and possibilities • Even keeping old features working is hard

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Client Thief

Tourist Vandal Window Shopper Famous Hero Murderer Clown

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The Illusion of Natural Behavior

• Smart, to a certain extent • Unpredictable but rational decisions • Emotional influences • Body language to communicate emotions • Being integrated in the environment • Adapting to dynamic circumstances

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• No obvious cheating – they should be situated

• Variety – ability to explore new behaviors

• Avoiding stupidity – they should understand their own behavior

• Using the environment – they should understand their environment

• Self-correction – they should be able to recover from mistakes

• Creativity – they should be able to come up with new solutions

Evoking the Illusion

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(Online) Adaptive AI

• Self-correction • Creativity • Scalability

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Implementing Adaptive Game AI

• High complexity – State-action space

– Uncertainty

– Real-time

• Computational reqs. – Speed

– Effectiveness

– Robustness

– Efficiency

• Functional reqs. – Clarity

– Variety

– Consistency

– Scalability

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Dynamic Scripting

AI team human- controlled team

Knowledge

Base A

Knowledge

Base B

generate script

generate script

Script A

Script B

script control

script control

human control

human control

weight updates

Combat

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Simulated CRPG Situation

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Typical Fitness Progression

• Absolute

• Average over last 10 encounters

"turning point"

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Offensive Disabling Cursing Defensive Rnd.team Rnd.agent Consec.

Monte Carlo Dynamic scripting Biased Rulebases

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Basic Setup

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Why Does Dynamic Scripting Work?

• Scripts are readable (clarity) • Scripts are always different (variety) • Script creation is almost instantaneous (speed) • Knowledge base avoids bad behavior (effectiveness) • Redistribution of weights allows knowledge to return even if it

was discarded before (robustness) • Every trial is used for adaptation (efficiency)

• Exploration and exploitation happen simultaneously

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• AI should be able to play stronger than the human player • AI should adapt to the level of skill of the human player • AI should constantly offer new challenges

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Optimisation

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Top Culling

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Game AI Game World

Human Player

Player Model

Actions Preferences

Style Personality

Skills

actions

actions

observations

observations predictions updates

similarity?

biometrics?

Player Modeling

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Recent Work

• David Thue’s PaSSAGE

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Costa McCrae

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Some Findings

• High Openness correlates with fast choices and movement • High Conscientiousness correlates with ethical decisions • High Agreeableness correlates with friendly behavior • High Neuroticism correlates with taking long to finish

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• First 45 minutes • 165 variables

– 107 conversation

– 37 G.O.A.T.

– 20 movement

– 1 miscellaneous

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Neverwinter Nights: 80 test subjects

Fallout 3: 37 test subjects

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Collected Data: 1. Player name 2. 100-item IPIP 3. Age 4. Country of residence 5. Gaming platform 6. Credits

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Personality and play style: - Conscientiousness relates to speed - Unlock score relates to multiple personality dimensions - Work ethic relates to performance

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• Age explains ~45% of variance in play style • Older players focus more on the game's goals • Older players are less successful at achieving the game's goals • For most play style variables, players peak around 20 • Effect sizes are very high for age groups

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Conclusions

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People Involved in the Research

• Prof.dr. Jaap van den Herik • Prof.dr. Eric Postma • Prof.dr. Arnout Arntz • Dr. Sander Bakkes • Dr. Marc Ponsen • Dr. Giel van Lankveld • Shoshannah Tekofsky, MSc

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References • Pieter Spronck, Marc Ponsen, Ida Sprinkhuizen-Kuyper, and Eric Postma

(2006). “Adaptive Game AI with Dynamic Scripting.” Machine Learning, Vol. 63, No. 3, pp. 217–248.

• Marc Ponsen, Héctor Muñoz-Avila, Pieter Spronck, and David W. Aha (2006). Automatically Generating Game Tactics with Evolutionary Learning. AI Magazine, Vol.27, No. 3, pp.75–84.

• Giel van Lankveld, Pieter Spronck, Jaap van den Herik, and Arnoud Arntz (2011). "Games as Personality Profiling Tools." 2011 IEEE Conference on Computational Intelligence in Games (CIG'11), pp. 197–202.

• Sander Bakkes, Pieter Spronck, and Giel van Lankveld (2012). Player Behavioral Modelling for Video Games. Entertainment Computing, Vol. 3, Nr. 3, pp. 71–79.

• Shoshannah Tekofsky, Pieter Spronck, Aske Plaat, Jaap van den Herik, and Jan Broersen (2013). PsyOps: Personality Assessment Through Gaming Behavior. Proceedings of the 2013 Foundations of Digital Games Conference.

• Shoshannah Tekofsky, Pieter Spronck, Aske Plaat, Jaap van den Herik, and Jan Broersen (2013). Play Style: Showing Your Age. 2013 IEEE Conference on Computational Intelligence in Games (CIG), pp. 177–184. IEEE Press.

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Contact details

Pieter Spronck [email protected] http://www.spronck.net