AI in Computer Gaming: The first person shooter Tyler Hulburd.

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Presentation transcript:

AI in Computer Gaming: The first person shooter Tyler Hulburd

Brief History Games that featured a single player mode with enemies started appearing in the 1970s. Games that featured a single player mode with enemies started appearing in the 1970s. Enemy movement was based on stored patterns. Enemy movement was based on stored patterns. The idea was perfected with Space Invaders (1978), sporting an increasing difficulty level, distinct movement patterns, and in-game events dependent on hash functions based on the player's input. The idea was perfected with Space Invaders (1978), sporting an increasing difficulty level, distinct movement patterns, and in-game events dependent on hash functions based on the player's input. The incorporation of microprocessors would allow more computation and random elements overlaid into movement patterns. The incorporation of microprocessors would allow more computation and random elements overlaid into movement patterns. The emergence of new game genres in the 1990s prompted the use of formal AI tools like finite state machines. The emergence of new game genres in the 1990s prompted the use of formal AI tools like finite state machines. Later games have used nondeterministic AI methods, ranging from the first use of neural networks in a videogame in Battlecruiser 3000AD (1996), to the emergent behavior and evaluation of player actions in games like Creatures or Black & White. Later games have used nondeterministic AI methods, ranging from the first use of neural networks in a videogame in Battlecruiser 3000AD (1996), to the emergent behavior and evaluation of player actions in games like Creatures or Black & White.

Far Cry (2004) Far Cry exhibited very advanced AI for its time. The enemies would react to the player's playing style and try to surround him when possible. They would also use real life military tactics to try and beat the player. The enemies did not have "cheating" AI, in the sense that they did not always know exactly where the player is all the time. They would remember his last known position and work from there. Far Cry exhibited very advanced AI for its time. The enemies would react to the player's playing style and try to surround him when possible. They would also use real life military tactics to try and beat the player. The enemies did not have "cheating" AI, in the sense that they did not always know exactly where the player is all the time. They would remember his last known position and work from there.

Half Life 2 (2004) In Half Life 2 enemies are more alert to the presence of the player and take cover when injured. Allies follow the player and help fight against enemies. When engaging enemies, instead of always remaining in place until either the target or they themselves died, allies will disengage when the player moves on. Half-Life 2 also has group commands for ordering allies around. In Half Life 2 enemies are more alert to the presence of the player and take cover when injured. Allies follow the player and help fight against enemies. When engaging enemies, instead of always remaining in place until either the target or they themselves died, allies will disengage when the player moves on. Half-Life 2 also has group commands for ordering allies around.

Halo 3 (2007) Uses some new AI approaches such as enemies getting scared and fleeing a battle. Also some enemies will actively try to commit suicide and take the player out at the same time. Enemies could drive vehicles that could also transport other enemies (enemy players use teamwork). Uses some new AI approaches such as enemies getting scared and fleeing a battle. Also some enemies will actively try to commit suicide and take the player out at the same time. Enemies could drive vehicles that could also transport other enemies (enemy players use teamwork).

Things to come: NPC’s that learn.. NPC’s that learn.. –As AI in games continues to improve npc’s are able to learn from the players behavior and adapt accordingly. For example, the npc could mimic the players behavior or choose a different strategy to counter it.

Questions?