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Video Game Artificial Intelligence April 9, 2007 Alex Rito
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April 2007 Alex Rito Early Game AI Turn-based Strategy Games Deterministic Game Trees
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April 2007 Alex Rito Basic Video Game AI Pre-stored Movement Patterns (Early 1970s) “Randomized” Events Based on Hash Function Applied to Player Input (Space Invaders – 1978)
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April 2007 Alex Rito Advanced Video Game AI Real-time Strategy Games (RTS) Role-playing Games (RPG) First-person Shooters (FPS)
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April 2007 Alex Rito Combat AI Knowledge of the Environment Effective Use of Teamwork Ability to Track and “Hunt” Survival Instincts
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April 2007 Alex Rito Non-combat AI Scripted Conversations with Non-player Characters Dynamic Dialogue with Natural Language Processing (NLP) SimCity (Will Wright – Maxis – 1989) Spore (Will Wright – Maxis – 2007) Black and White (I & II) (Peter Molyneux – Lionhead Studios – 2001 & 2005)
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April 2007 Alex Rito Black and White Peter Molyneux on Black and White (5:42): http://www.youtube.com/watch?v=1BTAI8KX eH8 http://www.youtube.com/watch?v=1BTAI8KX eH8 Black and White II Gameplay (3:48): http://www.youtube.com/watch?v=k2oSPma UxO0 http://www.youtube.com/watch?v=k2oSPma UxO0
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April 2007 Alex Rito Analytical AI Adapting the Game to the Player More Satisfying User Experience Overall Varying Difficulty of Computer Opponents
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April 2007 Alex Rito Game AI versus “Real” AI Purist view of AI Gamer view of AI “Dumbing Down” AI
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April 2007 Alex Rito References http://en.wikipedia.org/wiki/Game_artificial_in telligence http://en.wikipedia.org/wiki/Game_artificial_in telligence http://ai-depot.com/GameAI/Design.html
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