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AI in Computer Games - functional as fictional Mikkel Holm Sørensen Ph.D. Student ITU
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6/15/2015 AI in Computer Games, ITU AI and AI in computer games What is AI? History of AI AI in Computer Games
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6/15/2015 AI in Computer Games, ITU AI research 1.What is intelligence? 2.Can intelligence be artificially created or simulated? Natural intelligence Models of intelligence
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6/15/2015 AI in Computer Games, ITU The history of AI in brief John McCarthy 1956: AI 1: GOFAI: –The Turing test –Functionalism –Computationalism 2 (1980): Connectionism: –Neural networks –Complexity 3 (1982): New AI
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6/15/2015 AI in Computer Games, ITU New AI The failure GOFAI Searle: The chinese room What about the body? Robotics What is intelligence for? Biology Intelligence is: –Situated and embodied –Interacting (≠ ‘Sense - think - act’) –Self organised (bottom-up ≠ top-down) –Dynamic and complex
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6/15/2015 AI in Computer Games, ITU AI in computer games Multiplayer games are often most appreciated –The reason for playing? –More dimensions to playing Interactivity Now its AI’s turn Game AI is used for general AI research (John Laird)
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6/15/2015 AI in Computer Games, ITU Roles for AI in computer games Various roles in three levels: 1.Agents: Friends, foes or extras 2.Environmental dynamics, non- linearity and development 3.Commentators and story directors/generators
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6/15/2015 AI in Computer Games, ITU AI for characters To enhance quality of game play by offering challenging (human-like) opponents showing: –Non-repeating behaviour –Unpredictability –Creativity –Irrationality –‘Personality’
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6/15/2015 AI in Computer Games, ITU The functionalism of game AI Turing test ‘1.1’ –Simulated behaviour Believability –Human-like or plausible robot/alien Fidelity –Non-cheating Fiction - not (to much) autonomy! Pseudo-autonomy: limited knowledge, ‘personal’ goals etc.
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6/15/2015 AI in Computer Games, ITU Structure of game AI System architecture –Hardware –Platform Knowledge/behaviour –Characteristics: Reactive, proactive etc. –’Personality’ Interface/context –Physical: Gravity, oxygen etc. –Social
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6/15/2015 AI in Computer Games, ITU Perspectives for AI in games Increasing: –Adaptivity –Fidelity –Believability –‘Personality’ –Complexity –Pervasiveness Contribute to an understanding of intelligence Genuine intelligence?
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6/15/2015 AI in Computer Games, ITU Links on game AI: www.ai-center.com/projects/excalibur/ http://ai.eecs.umich.edu/people/laird/games research.html http://ai.eecs.umich.edu/people/laird/games research.html www.cyberlife-research.com http://people.mw.mediaone.net/bwardell/ai. html http://people.mw.mediaone.net/bwardell/ai. html www.rpi.edu/~brings http://flexbot.cs.northwestern.edu/
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