Beruflich Dokumente
Kultur Dokumente
2005
“Artificial Intelligence
in Computer Games”
by
Işık Barış Fidaner
Boğaziçi University
2005
Introduction
the game. Since then, game AI has been required to model more and
more intelligent and realistic behaviour.
Applications of AI in games
Game roles
The game, with its set of rules and limited world, is like a
playground for testing different kinds of artificial intelligence. These
different AI problems are practically presented as game roles. These
game roles define certain areas of problems in game AI. Well-known
Tactical enemy
Tactical enemies are most frequently used in first-person (FPS) or
third-person (TPS) shooter games. The first well-known FPS is
Wolfenstein, and the most influential one is Doom, both by id
software. In first FPS games, tactical enemies simply waited standing
until they see the player. When they did, they started firing their guns
at the player. They sometimes stopped firing and walked around.
Generally called “monsters”, these creatures neither had a memory,
nor the motive to flee to survive. They did not have an internal
representation of the map, they simply belonged to the room they
were in. Maybe their mind can be compared to that of a mosquito,
having a gun instead of a procosbis, continuously coming and
disturbing the player.
As years passed, FPS games with better graphics were developed,
but the “monster AI” seemed the same. But there was another effort
to simulate computer players, in other words “bots”, in multiplayer
FPS games. As the CPU power increased, and the players started
giving more importance to intelligent enemies, these bots'
intelligence advanced further. They became real tactical enemies,
hitting, running away, hiding and sniping. This is a result of new
algoritms applied. New bots have an internal map of the area. They
behave according to their evaluations of certain points in the map in
terms of visibility, safety and other abstract criteria (2).
Partner
Modeling partner characters require coordination with the player.
Generally, partner characters are simple. They only follow the player
as he goes, and shoot nearby enemies. This implementation only
Support character
Support characters in a game are similar to the minor roles in a
movie. In the adventure and role-playing games, the player generally
interacts with the support characters to follow the storyline of the
game flow. These characters have preprogrammed responses to the
questions player is allowed to ask. They do not use very sophisticated
AI, but better support characters can be modelled with more
advanced techniques. For example, non-player characters (NPC) in a
game may know about some events and tell them to each other, they
may have some attitutes towards the player or other characters in
the game (5).
Strategic opponent
Strategic opponents are the most obvious and first use of game AI.
The player is challenged by an opponent, which is in fact an
algorithm. In board games like chess, planning and predicting can
easily be used. In probabilistic games and games that the player has
more freedom, it becomes very difficult to look ahead and act
Unit
Units in first strategy games did not require AI. They just did
what you told them to do. But as strategy games began to involve
more complex issues such as ambushing or resource gathering, units
became simple finite state machines. Also the real-time animations
made it possible to create more lively characters.
In some "god" games, units are not player's units at all, they are
instead independent agents. For example, in Dungeon Keeper, you
did not say your creatures what to do. They just hung around,
attacked if they saw an enemy. You could change the placement of a
creature, or you could get into one and control him seeing through
his eyes. In Black & White, the player even cannot control the people,
he can only change placement of a person or give a profession to a
person. Other than that, the computer people decide what to do.
There is also the player's creature, which has more freedom, except
that the player may control it using a leash. The Sims is another
example where artificial people have "free will" in a limited scale.
Conclusion
Computer games and AI research are like two sides of one medal.
Fruits of AI research gives life to computer games, and computer
games provide new challenges for future AI researches. But of course
there is much different aspects between these two. For example,
games are industry-oriented whereas AI research is not. AI research
mainly focuses on the optimum and best solutions, whereas games
require more practical solutions.
In the future, as game characters get more and more intelligent,
games will get more interesting and more realistic. New AI tecniques
also may create new and more "intelligent" genres of games.
Everyday human relations and emotions may be used more in
gameplay. Games may be able to learn from the player, and behave
accordingly. Games may enlarge themselves by automatically
generating maps, monsters and other game elements.
Game AI is like a young tree, with many fresh branches open to
development. Leaves of the tree are wide open to the light of AI
research.
References