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“The Application of AI for the
Non Player Character in Computer Games”
1 . R e d o u n I s l a m ( 1 6 0 2 0 1 )
2 . S h e i k h S o h e l M o o n ( 1 6 0 2 0 2 )
GOOLGE’s DeepMind AI just Taught itself to
walk
Overview
 Introduction about AI and NPC’S.
 About our survey
 Most Revolutionary methods used for non player characters(NPC) in computer
games and take a look at some Game AI competition
 future research areas
 Conclusion
“I propose to Consider the question,
‘Can machines think?’”
-Alan Turing
What Does it mean
Something to be
Artificially Intelligent?
3
So What is Artificial Intelligence?
 John McCarthy, widely recognized as the father of
Artificial Intelligence define as “the science and
engineering of making intelligent machines”
 Software that can make intelligent decision based
upon what it knows
So how does AI works within games?
 Many video games adopt some form of AI as part of
gameplay
 NPC
 Procedural content generator
 AI researchers experiment with video games with a
number of reasons
 To improve existing techniques
 To create new types of AI within the confines of game
what is a game to human?
Values of Game
 Games are stimulation for brains
 Or rather, games are the food for the brain
 Games are a challenge for people so it’s a good task for AI
 We use games as benchmarks to test our new ideas
 Video Games often provide interesting simulated worlds that replicate
real world phenomena
 Strategic combat
 Airplane control
 Car racing
 Allows us to test algorithm and deploy in real world problems
What is an NPC
 Non player Character
 NPC behavior in computer games is usually scripted and
automatic, triggered by certain actions or dialogue with
the player characters
 Bad AI of the NPC's often lead to shallow and unfulfilling
game experience.
NPC classes
 The behavior of AI has two classes
• Reactionary
• spontaneous.
Reactionary
• The reactionary AI is excited by the behavior of player.
• The reactionary input also based on the feeling of NPC.
About our survey (2005 – 2017)
Statistics
 We have found 97 research papers published on ieeexplore.ieee.org
 In those papers we found 26 AI methods for NPC in computer games
Most Revolutionary methods used for non
player characters(NPC) in computer games .
 Fuzzy State Machine
 Monte Carlo Tree Search
 A Star Path Finding Algorithm
 Reinforcement Learning
 Neural Networks and Genetic Algorithm
What is a state machine ?
State Machines
 A state machine has some number of states, and
transitions between those states
 Transitions occur because of inputs
Finite State Machines
A finite-state machine, or FSM for short, is a model of
computation based on a hypothetical machine made of one
or more states. Only a single state can be active at the same
time, so the machine must transition from one state to
another in order to perform different actions.
Fuzzy State Machine
 Fuzzy logic is the extension of Boolean logic.
 There are only “true” and “false” two states in Boolean
logic, but there are some states such as “some are true”,
“not far”, “not very friendly” in Fuzzy logic
Monte Carlo Tree Search
(MCTS)
Best selling video game franchises of all time: 262 million sales
Super Mario Bros.
 Mario came on the scene in 2009 , with the idea of evolving a player that can
play Mario
 Julian Togelius, Sergey Karakovskiy, Jan Koutnik and Jurgen
Schmidhuber(2009) : “Super Mario Evulation”. Proceedings on IEEE Symposium
on CIG
 The next step was getting other researchers to play Mario Game
 Can’t access the original source code
The Mario AI competition
 Held between 2009 – 2012 , researchers were invited to write their own Mario
Ai
 The first track was gameplay , where people can create their own Mario
 It didn’t take long to see some results
Pathfinding Algorithm
Pathfinding strategies are usually employed as the core of
any AI movement system to find the shortest path
Types
1. A* Pathfinding Algorithm
A* is regarded as the best
 Goal: compute a path from a start point S to a goal point G
 Cost at point n:
 f(n) = g(n) + h(n)
 g(n): distance from the start point to point n
 h(n): estimated distance from point n to the goal point
 f(n): current estimated cost for point n
Mario Ai competition
 The submission by Robin Baumgarten won the competition
 Next phase of the competition is procedural content generator or PCG system
where the Ai can create its own Mario level
Genetic Algorithm and Neural
Network
What Does a Neural Network Looks Like
?
 In general it consists of
 Input layer, where information is fed in
 Hidden layer(s), where units dynamically process the
information
 Output layer , where prediction or conclusion is returned
Genetic Algorithm
 Advantages
 Powerful optimization technique
 Can learn novel solution
 No examples required to learn
 Disadvantages
 Finding correct representation can be tricky
 Fitness function must be carefully chosen
 Solutions may or may not be understandable
Future Works
 HA* is better and more efficient then A* pathfinding algorithm but no
research had been done on implementing HA* algorithm in computer games
to benefit the NPCs. This demands a future research on this topic.
 VR- and AR-based open-world video games may provide players with a
“real world” experience
THANK YOU

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A survey on AI in computer games

  • 1. Group Members “The Application of AI for the Non Player Character in Computer Games” 1 . R e d o u n I s l a m ( 1 6 0 2 0 1 ) 2 . S h e i k h S o h e l M o o n ( 1 6 0 2 0 2 ) GOOLGE’s DeepMind AI just Taught itself to walk
  • 2. Overview  Introduction about AI and NPC’S.  About our survey  Most Revolutionary methods used for non player characters(NPC) in computer games and take a look at some Game AI competition  future research areas  Conclusion
  • 3.
  • 4. “I propose to Consider the question, ‘Can machines think?’” -Alan Turing
  • 5.
  • 6. What Does it mean Something to be Artificially Intelligent?
  • 7. 3
  • 8. So What is Artificial Intelligence?  John McCarthy, widely recognized as the father of Artificial Intelligence define as “the science and engineering of making intelligent machines”  Software that can make intelligent decision based upon what it knows
  • 9. So how does AI works within games?  Many video games adopt some form of AI as part of gameplay  NPC  Procedural content generator  AI researchers experiment with video games with a number of reasons  To improve existing techniques  To create new types of AI within the confines of game
  • 10. what is a game to human?
  • 11. Values of Game  Games are stimulation for brains  Or rather, games are the food for the brain  Games are a challenge for people so it’s a good task for AI  We use games as benchmarks to test our new ideas  Video Games often provide interesting simulated worlds that replicate real world phenomena  Strategic combat  Airplane control  Car racing  Allows us to test algorithm and deploy in real world problems
  • 12. What is an NPC  Non player Character  NPC behavior in computer games is usually scripted and automatic, triggered by certain actions or dialogue with the player characters  Bad AI of the NPC's often lead to shallow and unfulfilling game experience.
  • 13. NPC classes  The behavior of AI has two classes • Reactionary • spontaneous.
  • 14. Reactionary • The reactionary AI is excited by the behavior of player. • The reactionary input also based on the feeling of NPC.
  • 15. About our survey (2005 – 2017)
  • 16.
  • 17. Statistics  We have found 97 research papers published on ieeexplore.ieee.org  In those papers we found 26 AI methods for NPC in computer games
  • 18. Most Revolutionary methods used for non player characters(NPC) in computer games .  Fuzzy State Machine  Monte Carlo Tree Search  A Star Path Finding Algorithm  Reinforcement Learning  Neural Networks and Genetic Algorithm
  • 19. What is a state machine ?
  • 20.
  • 21. State Machines  A state machine has some number of states, and transitions between those states  Transitions occur because of inputs
  • 22. Finite State Machines A finite-state machine, or FSM for short, is a model of computation based on a hypothetical machine made of one or more states. Only a single state can be active at the same time, so the machine must transition from one state to another in order to perform different actions.
  • 23.
  • 24.
  • 25. Fuzzy State Machine  Fuzzy logic is the extension of Boolean logic.  There are only “true” and “false” two states in Boolean logic, but there are some states such as “some are true”, “not far”, “not very friendly” in Fuzzy logic
  • 26.
  • 27.
  • 28.
  • 29. Monte Carlo Tree Search (MCTS)
  • 30.
  • 31. Best selling video game franchises of all time: 262 million sales
  • 32. Super Mario Bros.  Mario came on the scene in 2009 , with the idea of evolving a player that can play Mario  Julian Togelius, Sergey Karakovskiy, Jan Koutnik and Jurgen Schmidhuber(2009) : “Super Mario Evulation”. Proceedings on IEEE Symposium on CIG  The next step was getting other researchers to play Mario Game  Can’t access the original source code
  • 33. The Mario AI competition  Held between 2009 – 2012 , researchers were invited to write their own Mario Ai  The first track was gameplay , where people can create their own Mario  It didn’t take long to see some results
  • 34.
  • 35. Pathfinding Algorithm Pathfinding strategies are usually employed as the core of any AI movement system to find the shortest path Types 1. A* Pathfinding Algorithm
  • 36. A* is regarded as the best  Goal: compute a path from a start point S to a goal point G  Cost at point n:  f(n) = g(n) + h(n)  g(n): distance from the start point to point n  h(n): estimated distance from point n to the goal point  f(n): current estimated cost for point n
  • 37.
  • 38. Mario Ai competition  The submission by Robin Baumgarten won the competition  Next phase of the competition is procedural content generator or PCG system where the Ai can create its own Mario level
  • 39.
  • 40.
  • 41. Genetic Algorithm and Neural Network
  • 42.
  • 43. What Does a Neural Network Looks Like ?  In general it consists of  Input layer, where information is fed in  Hidden layer(s), where units dynamically process the information  Output layer , where prediction or conclusion is returned
  • 44. Genetic Algorithm  Advantages  Powerful optimization technique  Can learn novel solution  No examples required to learn  Disadvantages  Finding correct representation can be tricky  Fitness function must be carefully chosen  Solutions may or may not be understandable
  • 45. Future Works  HA* is better and more efficient then A* pathfinding algorithm but no research had been done on implementing HA* algorithm in computer games to benefit the NPCs. This demands a future research on this topic.  VR- and AR-based open-world video games may provide players with a “real world” experience