SlideShare uma empresa Scribd logo
1 de 65
Baixar para ler offline
S C I E N C E * PA S S I O N * T E C H N O L O G Y
WHY AI IS SHAPING OUR GAMES
D R . J O H A N N A P I R K E R , T U G R A Z , A U S T R I A
K L A G E N F U RT 2 0 1 9
AI MIRACLES..
“MAKING COMPUTERS ACT LIKE THEY DO IN THE MOVIES.”
1. THE CAPABILITY OF A MACHINE TO IMITATE
INTELLIGENT HUMAN BEHAVIOR.

2. A BRANCH OF COMPUTER SCIENCE DEALING WITH THE
SIMULATION OF INTELLIGENT BEHAVIOR IN COMPUTERS.
Merriam-Webster defines artificial intelligence this way.
“REAL” AI
▸ 1. learn over time in response to changes in its
environments
▸ (e.g. Netflix recommendations but not Twitter
black lists)
▸ 2. what it learns should be interesting enough that it
would take humans some effort to learn
▸ (Turing test)
AI IN GAMES
▸ … generate responsive, adaptive, & intelligent behaviour
▸ uses path finding, decision trees, data mining, PCG, …
▸ usually do not facilitate computer learning
▸ -> predetermined & limited set of responses to a limited set of inputs
▸ ILLUSION OF INTELLIGENCE
▸ good gameplay without environment restrictions
▸ learn & use from “real AI” strategies
▸ Learning Tamagotchi
▸ decision trees (scripting)
▸ -> AI stupidity, predictive behaviour, loss of immersion
▸ pathfinding
▸ (Half Life, “Crouch Cover”)
▸ NPC behaviour in Doom
▸ NPCs fighting NPCs
AI IN GAMES - ISSUES
PLAY
GAMES.
CONTRIBUTE
CONTENT.
DESIGN

GAMES.
UNDERSTAND 

PLAYERS.
I. PLAY GAMES.
AI TO PLAY GAMES
ROBOCUP
AI TO PLAY GAMES
CHESS - IBM DEEP BLUE VS. GARRY KASPAROV (1997)
 "I could feel — I could smell — a new kind of intelligence across the table,"
AI TO PLAY GAMES
JEOPARDY! - IBM WATSON VS. KEN JENNINGS (2011)
 "I could feel — I could smell — a new kind of intelligence across the table,"
AI TO PLAY GAMES
GO - GOOGLE ALPHAGO (DEEPMIND) VS. LEE SEDOL (2016)
AI TO PLAY GAMES
DEEPMIND VS. STARCRAFT II (2019)
AI TO PLAY GAMES
http://gameaibook.org/book.pdf
▸ Chess Two-player adversarial, deterministic, fully observable,
branching factor ~35, ~70 turns
▸ Go Two-player adversarial, deterministic, fully observable, branching
factor ~350, ~150 turns
▸ Frogger (Atari 2600) 1 player, deterministic, fully observable, bf 6,
hundreds of ticks
▸ Halo 1.5 player, deterministic, partially observable, bf ???, tens of
thousands of ticks
▸ Starcraft 2-4 players, stochastic, partially observable, bf > a million,
tens of thousands of ticks
▸ Togelius
AI TO PLAY GAMES
AI TO PLAY GAMES
TRAIN AI HOW TO PLAY SNAKE (DEEP REINFORCEMENT LEARNING)
On the left, the agent was not trained and had no clues on what to do whatsoever. The game on the right
refers to the game after 100 iterations (about 5 minutes). The highest score was 83 points, after 200
iterations.
https://github.com/maurock/snake-ga
AI TO PLAY GAMES
TRAIN AI HOW TO PLAY STARCRAFT
‣ A Machine Learning API developed by Blizzard that gives researchers and developers hooks into the game.
‣ A dataset of half a million anonymised game replays,.  
‣ An open source version of DeepMind’s toolset, PySC2
‣ A series of simple RL mini-games to test the performance of agents on specific tasks.
https://deepmind.com/blog/deepmind-and-blizzard-open-starcraft-ii-ai-research-environment/
AI TO PLAY GAMES
WHY USE AI TO PLAY GAMES?
▸ Playing to win vs playing for experience
▸ For experience: human-like, fun, predictable…?
▸ Playing in the player role vs playing in a non-player role
http://gameaibook.org/book.pdf
METHODS
▸ Planning-Based
▸ Uninformed search (e.g. BFS),Informed search (e.g. A*),
Evolutionary algorithms
▸ Reinforcement learning (training time)
▸ TD-learning / approximate dynamic programming,
Evolutionary algorithms
▸ Supervised learning (requires play traces to learn from)
▸ Neural nets, k-nearest neighbors etc
▸ Random (requires nothing)
AI TO PLAY GAMES
▸ Togelius
II. CONTRIBUTE CONTENT.
CONTRIBUTE CONTENT
PROCEDURAL CONTENT GENERATION
CONTRIBUTE CONTENT
PROCEDURAL CONTENT GENERATION
CONTRIBUTE CONTENT
PROCEDURAL CONTENT GENERATION
CONTRIBUTE CONTENT
PROCEDURAL CONTENT GENERATION
• Artistic aspects
• Corner-cases
• Lack of complete control
• Depends on the content
• Client-side calculations?
• Replayable content?
• Cheap
• Lots of content
• Dynamic Reaction on player
• Reduce burden of artist
• Save memory
• Large worlds
• Replayable content
• http://pcg.wikidot.com/category-pcg-algorithms
METHODS
▸ Search-Based Methods
▸ Solver-Based Methods
▸ Grammar-Based Methods
▸ Cellular Automata
▸ Noise and Fractals
▸ Machine Learning
CONTRIBUTE CONTENT
GENERATE CONTENT FOR…
▸ Environments (Random Maps, Random Dungeons)
▸ Generative Art and models
▸ Textures
▸ Music
▸ Story
▸ Gameplay
CONTRIBUTE CONTENT
III. UNDERSTAND PLAYERS
PLAYER MODELING
▸ … detection, prediction and expression of human player
characteristics that are manifested through cognitive,
affective and behavioral patterns while playing games
▸ can be used to dynamically adjust the gameplay (dynamic
difficult adjustment)
BEHAVIOURAL PROFILING
B A R T L E ’ S G A M E R T Y P E S
http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
Story	
Story	Enjoyer	
Party	Player	
Killer		
Online	Hero	
Allrounder	
0%	 20%	 40%	 60%	 80%	 100%	
Story	Enjoyer	
Party	Player	
Killer		
Online	Hero	
Allrounder	
Time	spent	
Story	
Campaign	
Arena	
Online	MulAplayer	
Local	MulAplayer	
P L AY E R H A B I T ( P L AY E R F I N G E R P R I N T )
P L AY E R P R O F I L E S I N F O R Z A
• What Drives People: Creating Engagement Profiles of
Players from Game Log Data
• 120 mio race entries from 1.2 mil players
•
Harpstead, E., Zimmermann, T., Nagapan, N., Guajardo, J. J., Cooper, R., Solberg, T., & Greenawalt, D. (2015, October). What Drives People: Creating Engagement Profiles of Players from Game Log Data. In Proceedings of the
2015 Annual Symposium on Computer-Human Interaction in Play (pp. 369-379). ACM.
F L O W ( M I H A LY C S I K S Z E N T M I H A LY I )
HOW PLAYSTYLES EVOLVE:
PROGRESSION ANALYSIS AND
PROFILING IN JUST CAUSE 2
https://link.springer.com/chapter/10.1007/978-3-319-46100-7_8
D ATA S E T
• Dataset provided by Square Enix
• Play histories from over 5000 JC2 players (2010)
• Various behavioural features collected:
• actions with
• in-game geographical coordinates
• timestamps
• metrics from the gameplay
• e.g. total kills, total chaos, kilometres driven # of stronghold
takeovers ,…
• Data set pre-processing (cleaning):
• Outliers removed: scores outside 1-99th percentile excluded
• (faulty tracking or errors)
F E AT U R E S
• Agency missions (+ reach specific level of Chaos)
• subset of features based on the core mechanics
• -> does not impact the analytical framework
• -> impacts the kinds of conclusions that can be
derived
F E AT U R E S
• Spatio-temporal navigation
• combat performance
• progression through the main storyline
• side quests..
• Agency missions (+ reach specific level of Chaos)
• subset of features based on the core mechanics
• -> does not impact the analytical framework
• -> impacts the kinds of conclusions that can be derived
P L AY E R P R O G R E S S I O N A L O N G T H E
M I S S I O N S
R E S U LT S
• How can we describe player behaviour of the
different player profiles?
P L AY E R B E H AV I O U R A L O N G T H E
S T O RY L I N E
jpirker.com/jc2/aaSankey.html
S O C I A L N E T W O R K S I N D E S T I N Y
Rattinger, A., Wallner, G., Drachen, A., Pirker, J., & Sifa, R. (2016, September) Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny,15th International Conference on Entertainment
Computing (in press).
NETWORK RELATIONSHIP
‣ Jammer Network
‣ three-year span
‣ v: jammers
‣ e: developed a game
together 

‣ undirected, weighted graph
‣ (weight: # games developed
together)
JAMMER 1
JAMMER 2
JAMMER 3
3
1
NETWORK
NETWORK
G O A L S
• Improve our understanding of the different player
behaviours and factors to improve engagement
• Find issues to avoid drop-outs
• Provide tools for game designers to (visually)
analyse the game and improve the understanding
of players
• Find game design flaws early and automatically
IV. DESIGN GAMES
AI AS A PART OF
GAME DESIGN!!!!
AI TO DESIGN GAMES
ROLES OF AI IN GAMES
▸ AI in the foreground of games - Foregrounding AI
▸ create gameplay based around thinking about how agents
work
▸ Designing games that use AI techniques in a new way as a
core of their gameplay
https://medium.com/@mtrc/tombs-of-tomeria-7c2e800a6511
Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian
Magerko, John Levine and Adam Smith: AI-Based Game Design Patterns. Computational Creativity and Games Workshop,
2015.
AI-BASED GAME DESIGN
▸ Game design strategies/rules described when AI still
“young” and most games are designed to not need AI
▸ Game designers often claim that AI won’t make games
better
▸ Our goal: show where AI can be used, show alternative
routes
▸ we need to design new games from scratch based on
new design principles
Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian
Magerko, John Levine and Adam Smith: AI-Based Game Design Patterns. Computational Creativity and Games Workshop,
2015.
AI TO DESIGN GAMES
AI GAME DESIGN PATTERNS
Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian
Magerko, John Levine and Adam Smith: AI-Based Game Design Patterns. Computational Creativity and Games Workshop,
2015.
AI TO DESIGN GAMES
AI DESIGN PATTERNS
1 AI IS VISUALIZED
▸ Pattern: Provide a visual representation of the underlying AI state, making gameplay revolve around
explicit manipulation of the AI state.
▸ Example: Third Eye Crime is a stealth game that illustrates this pattern by visualizing the guard AI position
tracking and estimation system. Gameplay involves avoiding guards or throwing distractions to manipulate
the guards’ predictions of player location. The direct visualization of AI state allows a designer to build a
game around manipulating, understanding, and mentally modeling how the AI state changes.
2 AI AS ROLE-MODEL
▸ Pattern: Provide one or more AI agents for the player to behave similarly to.
▸ Example: Spy Party is a game where one player is a spy at a party populated by FSM agents and the
opposing player is a sniper watching the party with a single shot to kill the spy. Gameplay for the
spy centers on the player attempting to act similarly to the party agents while discreetly performing
tasks in the environment like planting a bug or reading a code from a book.
AI DESIGN PATTERNS
3 AI AS TRAINEE
▸ Pattern: Have player actions train an AI agent to perform tasks central to gameplay.
▸ Example: Black & White is a god game where the player trains a creature to act as
an autonomous assistant in spatial regions where the player cannot take direct
action. The creature learns sets of behaviors through a reward signal based on a
needs model; the creature also takes direct feedback through player action (e.g.,
slapping or petting the creature after it takes actions).
AI DESIGN PATTERNS
4 AI IS EDITABLE
▸ Pattern: Have the player directly change elements of an AI agent that is central to gameplay.
▸ Example: Galactic Arms Race is a space shooter where how the player uses different weapons evolves an underlying neural
network representation to change weapon firing behavior. Base gameplay revolves around finding a set of firing behaviors that
together enable a player to succeed at destroying opposition (another example of the AI as Trainee pattern). One gameplay mode
allows the player to explicitly manipulate the network weights on weapons, allowing more precise control over the firing patterns
of the evolved weapons. This control enables players to more finely explore the space of parameterizations, leading to an indirect
way to understand the processes of the AI system.
Erin J. Hastings, Ratan K. Guha, and Kenneth O. Stanley (2009)
Automatic Content Generation in the Galactic Arms Race Video Game
In: IEEE Transactions on Computational Intelligence and AI in Games, volume 1, number 4, pages 245-263, New York: IEEE Press, 2009. (Manuscript 19 pages)
AI DESIGN PATTERNS
5 AI IS GUIDED
▸ Pattern: The player assists a simple or brittle AI agent that is threatened with self-destruction.
▸ Example: The Sims addressed the problem of “human-like” agents in a social world by making
gameplay revolve around the player addressing the needs of simple agents. AI agents have a set of
needs and desires they attempt to pursue while players intervene to provide for the needs of the
agents through food, shelter, work, socialization, and eventually more grand life aspirations. By having
players care for the AI, players come to (at least indirectly) model some of the processes used by the AI.
AI DESIGN PATTERNS
8 AI AS VILLAIN
▸ Pattern: Require players to complete a task or overcome an AI opponent where the AI is aiming to create an
experience (e.g., tension or excitement) rather than defeat the player.
▸ Example: Alien: Isolation is a first-person survival horror game where the opposing alien was designed to harass
the player without using an optimal strategy that would always kill the player directly. The enemy alien spends
the game hunting the player, displaying behaviors of seeking the player’s location (a weak version of AI is
Visualized), and gradually learning from tactics the player uses repeatedly (an oppositional application of AI as
Trainee). By having players continually reason on what the alien has learned and where it will go the player is
forced to consider the state of the AI and (after repeated play) the processes involved in the AI learning.
AI DESIGN PATTERNS
AI TO CREATE
GAMES!!!!
AI TO DESIGN GAMES /
COMPUTATIONAL
CREATIVITY
RESOURCES
▸ IEEE Computational Intelligence and Games (CIG)
▸ AAAI Artificial Intelligence in Interactive Digital
Entertainment (AIIDE)
▸ Foundations of Digital Games (FDG)
▸ IEEE Transactions on Games (ToG)
▸ Yannakakis and Togelius: Artificial Intelligence and Games
www.gameaibook.org
THANK YOU FOR YOUR
ATTENTION.
JOHANNA PIRKER, JPIRKER@MIT.EDU, @JOEYPRINK


Further information:
jpirker.com
This is how others play your game!

Mais conteúdo relacionado

Mais procurados

Narrative theory and games
Narrative theory and gamesNarrative theory and games
Narrative theory and gamesShiralee Saul
 
Artificial intelligence In Modern-Games.
Artificial intelligence In Modern-Games. Artificial intelligence In Modern-Games.
Artificial intelligence In Modern-Games. Nitish Kavishetti
 
Cultivating Ludus: The Rhetorics of Gamification
Cultivating Ludus: The Rhetorics of GamificationCultivating Ludus: The Rhetorics of Gamification
Cultivating Ludus: The Rhetorics of GamificationSebastian Deterding
 
Artificial intelligence
Artificial intelligenceArtificial intelligence
Artificial intelligencesabairshad4
 
Artificial intelligence and video games
Artificial intelligence and video gamesArtificial intelligence and video games
Artificial intelligence and video gamesSimple_Harsh
 
Game Design for Storytellers
Game Design for StorytellersGame Design for Storytellers
Game Design for StorytellersPietro Polsinelli
 
Presentation sanlab workshops
Presentation sanlab workshopsPresentation sanlab workshops
Presentation sanlab workshopsArtur Roszczyk
 
Introduzione alla realizzazione di videogiochi - Meccaniche
Introduzione alla realizzazione di videogiochi - MeccanicheIntroduzione alla realizzazione di videogiochi - Meccaniche
Introduzione alla realizzazione di videogiochi - MeccanichePier Luca Lanzi
 
Fun and the MDA framework
Fun and the MDA frameworkFun and the MDA framework
Fun and the MDA framework_
 
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...Sebastian Deterding
 
Presentation
PresentationPresentation
PresentationAnu22ish
 
Digital Narrative: Game Design & Player Experience
Digital Narrative: Game Design & Player ExperienceDigital Narrative: Game Design & Player Experience
Digital Narrative: Game Design & Player ExperienceLoriLanday
 
Games presentation
Games presentationGames presentation
Games presentationAnu22ish
 
Game Studies Download 2009 - Top 10 Research Findings
Game Studies Download 2009 - Top 10 Research FindingsGame Studies Download 2009 - Top 10 Research Findings
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
 
Game Playing in Artificial Intelligence
Game Playing in Artificial IntelligenceGame Playing in Artificial Intelligence
Game Playing in Artificial Intelligencelordmwesh
 
Fundamentals of game development overview
Fundamentals of game development overviewFundamentals of game development overview
Fundamentals of game development overviewChaffey College
 

Mais procurados (20)

Narrative theory and games
Narrative theory and gamesNarrative theory and games
Narrative theory and games
 
Artificial intelligence In Modern-Games.
Artificial intelligence In Modern-Games. Artificial intelligence In Modern-Games.
Artificial intelligence In Modern-Games.
 
Cultivating Ludus: The Rhetorics of Gamification
Cultivating Ludus: The Rhetorics of GamificationCultivating Ludus: The Rhetorics of Gamification
Cultivating Ludus: The Rhetorics of Gamification
 
Artificial intelligence
Artificial intelligenceArtificial intelligence
Artificial intelligence
 
Artificial intelligence and video games
Artificial intelligence and video gamesArtificial intelligence and video games
Artificial intelligence and video games
 
Game Design for Storytellers
Game Design for StorytellersGame Design for Storytellers
Game Design for Storytellers
 
Presentation sanlab workshops
Presentation sanlab workshopsPresentation sanlab workshops
Presentation sanlab workshops
 
Introduzione alla realizzazione di videogiochi - Meccaniche
Introduzione alla realizzazione di videogiochi - MeccanicheIntroduzione alla realizzazione di videogiochi - Meccaniche
Introduzione alla realizzazione di videogiochi - Meccaniche
 
Game Playing
Game Playing Game Playing
Game Playing
 
Fun and the MDA framework
Fun and the MDA frameworkFun and the MDA framework
Fun and the MDA framework
 
Resume
ResumeResume
Resume
 
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
 
Presentation
PresentationPresentation
Presentation
 
Digital Narrative: Game Design & Player Experience
Digital Narrative: Game Design & Player ExperienceDigital Narrative: Game Design & Player Experience
Digital Narrative: Game Design & Player Experience
 
Games presentation
Games presentationGames presentation
Games presentation
 
Game Studies Download 2009 - Top 10 Research Findings
Game Studies Download 2009 - Top 10 Research FindingsGame Studies Download 2009 - Top 10 Research Findings
Game Studies Download 2009 - Top 10 Research Findings
 
Game Playing in Artificial Intelligence
Game Playing in Artificial IntelligenceGame Playing in Artificial Intelligence
Game Playing in Artificial Intelligence
 
Fundamentals of game development overview
Fundamentals of game development overviewFundamentals of game development overview
Fundamentals of game development overview
 
Gamification
GamificationGamification
Gamification
 
Practical AI in Games
Practical AI in GamesPractical AI in Games
Practical AI in Games
 

Semelhante a Why AI is shaping our games

2021 - We are Developers - How Data is Shaping our Games
2021 - We are Developers - How Data is Shaping our Games2021 - We are Developers - How Data is Shaping our Games
2021 - We are Developers - How Data is Shaping our GamesJohanna Pirker
 
Online gaming culture 2
Online gaming culture 2Online gaming culture 2
Online gaming culture 2Anton367594
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
 
Artificial Intelligence in Gaming
Artificial Intelligence in GamingArtificial Intelligence in Gaming
Artificial Intelligence in GamingAnmol Sawhney
 
9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of Gamification9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of GamificationSebastian Deterding
 
Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities
Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities
Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities Johanna Pirker
 
Social Network Analysis of the Global Game Jam Network
Social Network Analysis of the Global Game Jam NetworkSocial Network Analysis of the Global Game Jam Network
Social Network Analysis of the Global Game Jam NetworkJohanna Pirker
 
Get Your Game On: Gaming at the Library
Get Your Game On: Gaming at the LibraryGet Your Game On: Gaming at the Library
Get Your Game On: Gaming at the LibraryBeth Gallaway
 
understanding our past to improve our future
understanding our past to improve our futureunderstanding our past to improve our future
understanding our past to improve our futureGillian Smith
 
INCOLSA Get Your Game On presentation
INCOLSA Get Your Game On presentationINCOLSA Get Your Game On presentation
INCOLSA Get Your Game On presentationBeth Gallaway
 
AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019 AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019 Mirjam Eladhari
 
AI and Interactive Narrative
AI and Interactive NarrativeAI and Interactive Narrative
AI and Interactive NarrativeMirjam Eladhari
 
USD340 Games In Education
USD340 Games In EducationUSD340 Games In Education
USD340 Games In Educationguestf7e7c
 
USD340 Games In Education
USD340 Games In EducationUSD340 Games In Education
USD340 Games In EducationDoug Adams
 
Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019Mirjam Eladhari
 
Game UX Summit - Designing for the Audience
Game UX Summit - Designing for the AudienceGame UX Summit - Designing for the Audience
Game UX Summit - Designing for the AudienceSven Charleer
 
Motivating Students With Math Games
Motivating Students With Math GamesMotivating Students With Math Games
Motivating Students With Math GamesDoug Adams
 

Semelhante a Why AI is shaping our games (20)

2021 - We are Developers - How Data is Shaping our Games
2021 - We are Developers - How Data is Shaping our Games2021 - We are Developers - How Data is Shaping our Games
2021 - We are Developers - How Data is Shaping our Games
 
Online gaming culture 2
Online gaming culture 2Online gaming culture 2
Online gaming culture 2
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
 
Artificial Intelligence in Gaming
Artificial Intelligence in GamingArtificial Intelligence in Gaming
Artificial Intelligence in Gaming
 
9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of Gamification9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of Gamification
 
Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities
Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities
Talk 2017 Respawn / Devcom - Social Network Analysis in Games and Communities
 
Social Network Analysis of the Global Game Jam Network
Social Network Analysis of the Global Game Jam NetworkSocial Network Analysis of the Global Game Jam Network
Social Network Analysis of the Global Game Jam Network
 
Get Your Game On: Gaming at the Library
Get Your Game On: Gaming at the LibraryGet Your Game On: Gaming at the Library
Get Your Game On: Gaming at the Library
 
R.A.W - THE GAME
R.A.W - THE GAMER.A.W - THE GAME
R.A.W - THE GAME
 
Game Ethology 2
Game Ethology 2Game Ethology 2
Game Ethology 2
 
Archaeological Game Genres, Mechanics
Archaeological Game Genres, MechanicsArchaeological Game Genres, Mechanics
Archaeological Game Genres, Mechanics
 
understanding our past to improve our future
understanding our past to improve our futureunderstanding our past to improve our future
understanding our past to improve our future
 
INCOLSA Get Your Game On presentation
INCOLSA Get Your Game On presentationINCOLSA Get Your Game On presentation
INCOLSA Get Your Game On presentation
 
AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019 AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019
 
AI and Interactive Narrative
AI and Interactive NarrativeAI and Interactive Narrative
AI and Interactive Narrative
 
USD340 Games In Education
USD340 Games In EducationUSD340 Games In Education
USD340 Games In Education
 
USD340 Games In Education
USD340 Games In EducationUSD340 Games In Education
USD340 Games In Education
 
Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019
 
Game UX Summit - Designing for the Audience
Game UX Summit - Designing for the AudienceGame UX Summit - Designing for the Audience
Game UX Summit - Designing for the Audience
 
Motivating Students With Math Games
Motivating Students With Math GamesMotivating Students With Math Games
Motivating Students With Math Games
 

Mais de Förderverein Technische Fakultät

The Digital Transformation of Education: A Hyper-Disruptive Era through Block...
The Digital Transformation of Education: A Hyper-Disruptive Era through Block...The Digital Transformation of Education: A Hyper-Disruptive Era through Block...
The Digital Transformation of Education: A Hyper-Disruptive Era through Block...Förderverein Technische Fakultät
 
Engineering Serverless Workflow Applications in Federated FaaS.pdf
Engineering Serverless Workflow Applications in Federated FaaS.pdfEngineering Serverless Workflow Applications in Federated FaaS.pdf
Engineering Serverless Workflow Applications in Federated FaaS.pdfFörderverein Technische Fakultät
 
The Role of Machine Learning in Fluid Network Control and Data Planes.pdf
The Role of Machine Learning in Fluid Network Control and Data Planes.pdfThe Role of Machine Learning in Fluid Network Control and Data Planes.pdf
The Role of Machine Learning in Fluid Network Control and Data Planes.pdfFörderverein Technische Fakultät
 
Nonequilibrium Network Dynamics_Inference, Fluctuation-Respones & Tipping Poi...
Nonequilibrium Network Dynamics_Inference, Fluctuation-Respones & Tipping Poi...Nonequilibrium Network Dynamics_Inference, Fluctuation-Respones & Tipping Poi...
Nonequilibrium Network Dynamics_Inference, Fluctuation-Respones & Tipping Poi...Förderverein Technische Fakultät
 
East-west oriented photovoltaic power systems: model, benefits and technical ...
East-west oriented photovoltaic power systems: model, benefits and technical ...East-west oriented photovoltaic power systems: model, benefits and technical ...
East-west oriented photovoltaic power systems: model, benefits and technical ...Förderverein Technische Fakultät
 
Advances in Visual Quality Restoration with Generative Adversarial Networks
Advances in Visual Quality Restoration with Generative Adversarial NetworksAdvances in Visual Quality Restoration with Generative Adversarial Networks
Advances in Visual Quality Restoration with Generative Adversarial NetworksFörderverein Technische Fakultät
 
Industriepraktikum_ Unterstützung bei Projekten in der Automatisierung.pdf
Industriepraktikum_ Unterstützung bei Projekten in der Automatisierung.pdfIndustriepraktikum_ Unterstützung bei Projekten in der Automatisierung.pdf
Industriepraktikum_ Unterstützung bei Projekten in der Automatisierung.pdfFörderverein Technische Fakultät
 

Mais de Förderverein Technische Fakultät (20)

Supervisory control of business processes
Supervisory control of business processesSupervisory control of business processes
Supervisory control of business processes
 
The Digital Transformation of Education: A Hyper-Disruptive Era through Block...
The Digital Transformation of Education: A Hyper-Disruptive Era through Block...The Digital Transformation of Education: A Hyper-Disruptive Era through Block...
The Digital Transformation of Education: A Hyper-Disruptive Era through Block...
 
A Game of Chess is Like a Swordfight.pdf
A Game of Chess is Like a Swordfight.pdfA Game of Chess is Like a Swordfight.pdf
A Game of Chess is Like a Swordfight.pdf
 
From Mind to Meta.pdf
From Mind to Meta.pdfFrom Mind to Meta.pdf
From Mind to Meta.pdf
 
Miniatures Design for Tabletop Games.pdf
Miniatures Design for Tabletop Games.pdfMiniatures Design for Tabletop Games.pdf
Miniatures Design for Tabletop Games.pdf
 
Distributed Systems in the Post-Moore Era.pptx
Distributed Systems in the Post-Moore Era.pptxDistributed Systems in the Post-Moore Era.pptx
Distributed Systems in the Post-Moore Era.pptx
 
Don't Treat the Symptom, Find the Cause!.pptx
Don't Treat the Symptom, Find the Cause!.pptxDon't Treat the Symptom, Find the Cause!.pptx
Don't Treat the Symptom, Find the Cause!.pptx
 
Engineering Serverless Workflow Applications in Federated FaaS.pdf
Engineering Serverless Workflow Applications in Federated FaaS.pdfEngineering Serverless Workflow Applications in Federated FaaS.pdf
Engineering Serverless Workflow Applications in Federated FaaS.pdf
 
The Role of Machine Learning in Fluid Network Control and Data Planes.pdf
The Role of Machine Learning in Fluid Network Control and Data Planes.pdfThe Role of Machine Learning in Fluid Network Control and Data Planes.pdf
The Role of Machine Learning in Fluid Network Control and Data Planes.pdf
 
Nonequilibrium Network Dynamics_Inference, Fluctuation-Respones & Tipping Poi...
Nonequilibrium Network Dynamics_Inference, Fluctuation-Respones & Tipping Poi...Nonequilibrium Network Dynamics_Inference, Fluctuation-Respones & Tipping Poi...
Nonequilibrium Network Dynamics_Inference, Fluctuation-Respones & Tipping Poi...
 
Towards a data driven identification of teaching patterns.pdf
Towards a data driven identification of teaching patterns.pdfTowards a data driven identification of teaching patterns.pdf
Towards a data driven identification of teaching patterns.pdf
 
Förderverein Technische Fakultät.pptx
Förderverein Technische Fakultät.pptxFörderverein Technische Fakultät.pptx
Förderverein Technische Fakultät.pptx
 
The Computing Continuum.pdf
The Computing Continuum.pdfThe Computing Continuum.pdf
The Computing Continuum.pdf
 
East-west oriented photovoltaic power systems: model, benefits and technical ...
East-west oriented photovoltaic power systems: model, benefits and technical ...East-west oriented photovoltaic power systems: model, benefits and technical ...
East-west oriented photovoltaic power systems: model, benefits and technical ...
 
Machine Learning in Finance via Randomization
Machine Learning in Finance via RandomizationMachine Learning in Finance via Randomization
Machine Learning in Finance via Randomization
 
IT does not stop
IT does not stopIT does not stop
IT does not stop
 
Advances in Visual Quality Restoration with Generative Adversarial Networks
Advances in Visual Quality Restoration with Generative Adversarial NetworksAdvances in Visual Quality Restoration with Generative Adversarial Networks
Advances in Visual Quality Restoration with Generative Adversarial Networks
 
Recent Trends in Personalization at Netflix
Recent Trends in Personalization at NetflixRecent Trends in Personalization at Netflix
Recent Trends in Personalization at Netflix
 
Industriepraktikum_ Unterstützung bei Projekten in der Automatisierung.pdf
Industriepraktikum_ Unterstützung bei Projekten in der Automatisierung.pdfIndustriepraktikum_ Unterstützung bei Projekten in der Automatisierung.pdf
Industriepraktikum_ Unterstützung bei Projekten in der Automatisierung.pdf
 
Introduction to 5G from radio perspective
Introduction to 5G from radio perspectiveIntroduction to 5G from radio perspective
Introduction to 5G from radio perspective
 

Último

Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...Orbitshub
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MIND CTI
 
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingRepurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingEdi Saputra
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyKhushali Kathiriya
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAndrey Devyatkin
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...apidays
 
WSO2's API Vision: Unifying Control, Empowering Developers
WSO2's API Vision: Unifying Control, Empowering DevelopersWSO2's API Vision: Unifying Control, Empowering Developers
WSO2's API Vision: Unifying Control, Empowering DevelopersWSO2
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobeapidays
 
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...apidays
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoffsammart93
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerThousandEyes
 
DEV meet-up UiPath Document Understanding May 7 2024 Amsterdam
DEV meet-up UiPath Document Understanding May 7 2024 AmsterdamDEV meet-up UiPath Document Understanding May 7 2024 Amsterdam
DEV meet-up UiPath Document Understanding May 7 2024 AmsterdamUiPathCommunity
 
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Jeffrey Haguewood
 
Introduction to Multilingual Retrieval Augmented Generation (RAG)
Introduction to Multilingual Retrieval Augmented Generation (RAG)Introduction to Multilingual Retrieval Augmented Generation (RAG)
Introduction to Multilingual Retrieval Augmented Generation (RAG)Zilliz
 
CNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In PakistanCNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In Pakistandanishmna97
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherRemote DBA Services
 
Corporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxCorporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxRustici Software
 
Exploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with MilvusExploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with MilvusZilliz
 
Architecting Cloud Native Applications
Architecting Cloud Native ApplicationsArchitecting Cloud Native Applications
Architecting Cloud Native ApplicationsWSO2
 
FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024The Digital Insurer
 

Último (20)

Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
Navigating the Deluge_ Dubai Floods and the Resilience of Dubai International...
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024
 
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingRepurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : Uncertainty
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of Terraform
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
 
WSO2's API Vision: Unifying Control, Empowering Developers
WSO2's API Vision: Unifying Control, Empowering DevelopersWSO2's API Vision: Unifying Control, Empowering Developers
WSO2's API Vision: Unifying Control, Empowering Developers
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
 
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
DEV meet-up UiPath Document Understanding May 7 2024 Amsterdam
DEV meet-up UiPath Document Understanding May 7 2024 AmsterdamDEV meet-up UiPath Document Understanding May 7 2024 Amsterdam
DEV meet-up UiPath Document Understanding May 7 2024 Amsterdam
 
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
 
Introduction to Multilingual Retrieval Augmented Generation (RAG)
Introduction to Multilingual Retrieval Augmented Generation (RAG)Introduction to Multilingual Retrieval Augmented Generation (RAG)
Introduction to Multilingual Retrieval Augmented Generation (RAG)
 
CNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In PakistanCNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In Pakistan
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a Fresher
 
Corporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxCorporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptx
 
Exploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with MilvusExploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with Milvus
 
Architecting Cloud Native Applications
Architecting Cloud Native ApplicationsArchitecting Cloud Native Applications
Architecting Cloud Native Applications
 
FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024
 

Why AI is shaping our games

  • 1. S C I E N C E * PA S S I O N * T E C H N O L O G Y WHY AI IS SHAPING OUR GAMES D R . J O H A N N A P I R K E R , T U G R A Z , A U S T R I A K L A G E N F U RT 2 0 1 9
  • 2.
  • 4. “MAKING COMPUTERS ACT LIKE THEY DO IN THE MOVIES.”
  • 5. 1. THE CAPABILITY OF A MACHINE TO IMITATE INTELLIGENT HUMAN BEHAVIOR.
 2. A BRANCH OF COMPUTER SCIENCE DEALING WITH THE SIMULATION OF INTELLIGENT BEHAVIOR IN COMPUTERS. Merriam-Webster defines artificial intelligence this way.
  • 6. “REAL” AI ▸ 1. learn over time in response to changes in its environments ▸ (e.g. Netflix recommendations but not Twitter black lists) ▸ 2. what it learns should be interesting enough that it would take humans some effort to learn ▸ (Turing test)
  • 7.
  • 8. AI IN GAMES ▸ … generate responsive, adaptive, & intelligent behaviour ▸ uses path finding, decision trees, data mining, PCG, … ▸ usually do not facilitate computer learning ▸ -> predetermined & limited set of responses to a limited set of inputs ▸ ILLUSION OF INTELLIGENCE ▸ good gameplay without environment restrictions ▸ learn & use from “real AI” strategies ▸ Learning Tamagotchi
  • 9. ▸ decision trees (scripting) ▸ -> AI stupidity, predictive behaviour, loss of immersion ▸ pathfinding ▸ (Half Life, “Crouch Cover”) ▸ NPC behaviour in Doom ▸ NPCs fighting NPCs AI IN GAMES - ISSUES
  • 12. AI TO PLAY GAMES ROBOCUP
  • 13. AI TO PLAY GAMES CHESS - IBM DEEP BLUE VS. GARRY KASPAROV (1997)  "I could feel — I could smell — a new kind of intelligence across the table,"
  • 14. AI TO PLAY GAMES JEOPARDY! - IBM WATSON VS. KEN JENNINGS (2011)  "I could feel — I could smell — a new kind of intelligence across the table,"
  • 15. AI TO PLAY GAMES GO - GOOGLE ALPHAGO (DEEPMIND) VS. LEE SEDOL (2016)
  • 16. AI TO PLAY GAMES DEEPMIND VS. STARCRAFT II (2019)
  • 17. AI TO PLAY GAMES http://gameaibook.org/book.pdf
  • 18. ▸ Chess Two-player adversarial, deterministic, fully observable, branching factor ~35, ~70 turns ▸ Go Two-player adversarial, deterministic, fully observable, branching factor ~350, ~150 turns ▸ Frogger (Atari 2600) 1 player, deterministic, fully observable, bf 6, hundreds of ticks ▸ Halo 1.5 player, deterministic, partially observable, bf ???, tens of thousands of ticks ▸ Starcraft 2-4 players, stochastic, partially observable, bf > a million, tens of thousands of ticks ▸ Togelius AI TO PLAY GAMES
  • 19. AI TO PLAY GAMES TRAIN AI HOW TO PLAY SNAKE (DEEP REINFORCEMENT LEARNING) On the left, the agent was not trained and had no clues on what to do whatsoever. The game on the right refers to the game after 100 iterations (about 5 minutes). The highest score was 83 points, after 200 iterations. https://github.com/maurock/snake-ga
  • 20. AI TO PLAY GAMES TRAIN AI HOW TO PLAY STARCRAFT ‣ A Machine Learning API developed by Blizzard that gives researchers and developers hooks into the game. ‣ A dataset of half a million anonymised game replays,.   ‣ An open source version of DeepMind’s toolset, PySC2 ‣ A series of simple RL mini-games to test the performance of agents on specific tasks. https://deepmind.com/blog/deepmind-and-blizzard-open-starcraft-ii-ai-research-environment/
  • 21. AI TO PLAY GAMES WHY USE AI TO PLAY GAMES? ▸ Playing to win vs playing for experience ▸ For experience: human-like, fun, predictable…? ▸ Playing in the player role vs playing in a non-player role http://gameaibook.org/book.pdf
  • 22. METHODS ▸ Planning-Based ▸ Uninformed search (e.g. BFS),Informed search (e.g. A*), Evolutionary algorithms ▸ Reinforcement learning (training time) ▸ TD-learning / approximate dynamic programming, Evolutionary algorithms ▸ Supervised learning (requires play traces to learn from) ▸ Neural nets, k-nearest neighbors etc ▸ Random (requires nothing) AI TO PLAY GAMES ▸ Togelius
  • 27. CONTRIBUTE CONTENT PROCEDURAL CONTENT GENERATION • Artistic aspects • Corner-cases • Lack of complete control • Depends on the content • Client-side calculations? • Replayable content? • Cheap • Lots of content • Dynamic Reaction on player • Reduce burden of artist • Save memory • Large worlds • Replayable content • http://pcg.wikidot.com/category-pcg-algorithms
  • 28. METHODS ▸ Search-Based Methods ▸ Solver-Based Methods ▸ Grammar-Based Methods ▸ Cellular Automata ▸ Noise and Fractals ▸ Machine Learning CONTRIBUTE CONTENT
  • 29. GENERATE CONTENT FOR… ▸ Environments (Random Maps, Random Dungeons) ▸ Generative Art and models ▸ Textures ▸ Music ▸ Story ▸ Gameplay CONTRIBUTE CONTENT
  • 31. PLAYER MODELING ▸ … detection, prediction and expression of human player characteristics that are manifested through cognitive, affective and behavioral patterns while playing games ▸ can be used to dynamically adjust the gameplay (dynamic difficult adjustment)
  • 33. B A R T L E ’ S G A M E R T Y P E S http://www.gamerdna.com/quizzes/bartle-test-of-gamer-psychology
  • 34. Story Story Enjoyer Party Player Killer Online Hero Allrounder 0% 20% 40% 60% 80% 100% Story Enjoyer Party Player Killer Online Hero Allrounder Time spent Story Campaign Arena Online MulAplayer Local MulAplayer P L AY E R H A B I T ( P L AY E R F I N G E R P R I N T )
  • 35. P L AY E R P R O F I L E S I N F O R Z A • What Drives People: Creating Engagement Profiles of Players from Game Log Data • 120 mio race entries from 1.2 mil players • Harpstead, E., Zimmermann, T., Nagapan, N., Guajardo, J. J., Cooper, R., Solberg, T., & Greenawalt, D. (2015, October). What Drives People: Creating Engagement Profiles of Players from Game Log Data. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (pp. 369-379). ACM.
  • 36. F L O W ( M I H A LY C S I K S Z E N T M I H A LY I )
  • 37. HOW PLAYSTYLES EVOLVE: PROGRESSION ANALYSIS AND PROFILING IN JUST CAUSE 2 https://link.springer.com/chapter/10.1007/978-3-319-46100-7_8
  • 38. D ATA S E T • Dataset provided by Square Enix • Play histories from over 5000 JC2 players (2010) • Various behavioural features collected: • actions with • in-game geographical coordinates • timestamps • metrics from the gameplay • e.g. total kills, total chaos, kilometres driven # of stronghold takeovers ,… • Data set pre-processing (cleaning): • Outliers removed: scores outside 1-99th percentile excluded • (faulty tracking or errors)
  • 39. F E AT U R E S • Agency missions (+ reach specific level of Chaos) • subset of features based on the core mechanics • -> does not impact the analytical framework • -> impacts the kinds of conclusions that can be derived
  • 40. F E AT U R E S • Spatio-temporal navigation • combat performance • progression through the main storyline • side quests.. • Agency missions (+ reach specific level of Chaos) • subset of features based on the core mechanics • -> does not impact the analytical framework • -> impacts the kinds of conclusions that can be derived
  • 41. P L AY E R P R O G R E S S I O N A L O N G T H E M I S S I O N S
  • 42. R E S U LT S • How can we describe player behaviour of the different player profiles?
  • 43. P L AY E R B E H AV I O U R A L O N G T H E S T O RY L I N E jpirker.com/jc2/aaSankey.html
  • 44. S O C I A L N E T W O R K S I N D E S T I N Y Rattinger, A., Wallner, G., Drachen, A., Pirker, J., & Sifa, R. (2016, September) Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny,15th International Conference on Entertainment Computing (in press).
  • 45. NETWORK RELATIONSHIP ‣ Jammer Network ‣ three-year span ‣ v: jammers ‣ e: developed a game together 
 ‣ undirected, weighted graph ‣ (weight: # games developed together) JAMMER 1 JAMMER 2 JAMMER 3 3 1
  • 48. G O A L S • Improve our understanding of the different player behaviours and factors to improve engagement • Find issues to avoid drop-outs • Provide tools for game designers to (visually) analyse the game and improve the understanding of players • Find game design flaws early and automatically
  • 50. AI AS A PART OF GAME DESIGN!!!!
  • 51. AI TO DESIGN GAMES ROLES OF AI IN GAMES ▸ AI in the foreground of games - Foregrounding AI ▸ create gameplay based around thinking about how agents work ▸ Designing games that use AI techniques in a new way as a core of their gameplay https://medium.com/@mtrc/tombs-of-tomeria-7c2e800a6511 Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine and Adam Smith: AI-Based Game Design Patterns. Computational Creativity and Games Workshop, 2015.
  • 52. AI-BASED GAME DESIGN ▸ Game design strategies/rules described when AI still “young” and most games are designed to not need AI ▸ Game designers often claim that AI won’t make games better ▸ Our goal: show where AI can be used, show alternative routes ▸ we need to design new games from scratch based on new design principles Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine and Adam Smith: AI-Based Game Design Patterns. Computational Creativity and Games Workshop, 2015. AI TO DESIGN GAMES
  • 53. AI GAME DESIGN PATTERNS Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine and Adam Smith: AI-Based Game Design Patterns. Computational Creativity and Games Workshop, 2015. AI TO DESIGN GAMES
  • 54. AI DESIGN PATTERNS 1 AI IS VISUALIZED ▸ Pattern: Provide a visual representation of the underlying AI state, making gameplay revolve around explicit manipulation of the AI state. ▸ Example: Third Eye Crime is a stealth game that illustrates this pattern by visualizing the guard AI position tracking and estimation system. Gameplay involves avoiding guards or throwing distractions to manipulate the guards’ predictions of player location. The direct visualization of AI state allows a designer to build a game around manipulating, understanding, and mentally modeling how the AI state changes.
  • 55. 2 AI AS ROLE-MODEL ▸ Pattern: Provide one or more AI agents for the player to behave similarly to. ▸ Example: Spy Party is a game where one player is a spy at a party populated by FSM agents and the opposing player is a sniper watching the party with a single shot to kill the spy. Gameplay for the spy centers on the player attempting to act similarly to the party agents while discreetly performing tasks in the environment like planting a bug or reading a code from a book. AI DESIGN PATTERNS
  • 56. 3 AI AS TRAINEE ▸ Pattern: Have player actions train an AI agent to perform tasks central to gameplay. ▸ Example: Black & White is a god game where the player trains a creature to act as an autonomous assistant in spatial regions where the player cannot take direct action. The creature learns sets of behaviors through a reward signal based on a needs model; the creature also takes direct feedback through player action (e.g., slapping or petting the creature after it takes actions). AI DESIGN PATTERNS
  • 57. 4 AI IS EDITABLE ▸ Pattern: Have the player directly change elements of an AI agent that is central to gameplay. ▸ Example: Galactic Arms Race is a space shooter where how the player uses different weapons evolves an underlying neural network representation to change weapon firing behavior. Base gameplay revolves around finding a set of firing behaviors that together enable a player to succeed at destroying opposition (another example of the AI as Trainee pattern). One gameplay mode allows the player to explicitly manipulate the network weights on weapons, allowing more precise control over the firing patterns of the evolved weapons. This control enables players to more finely explore the space of parameterizations, leading to an indirect way to understand the processes of the AI system. Erin J. Hastings, Ratan K. Guha, and Kenneth O. Stanley (2009) Automatic Content Generation in the Galactic Arms Race Video Game In: IEEE Transactions on Computational Intelligence and AI in Games, volume 1, number 4, pages 245-263, New York: IEEE Press, 2009. (Manuscript 19 pages) AI DESIGN PATTERNS
  • 58. 5 AI IS GUIDED ▸ Pattern: The player assists a simple or brittle AI agent that is threatened with self-destruction. ▸ Example: The Sims addressed the problem of “human-like” agents in a social world by making gameplay revolve around the player addressing the needs of simple agents. AI agents have a set of needs and desires they attempt to pursue while players intervene to provide for the needs of the agents through food, shelter, work, socialization, and eventually more grand life aspirations. By having players care for the AI, players come to (at least indirectly) model some of the processes used by the AI. AI DESIGN PATTERNS
  • 59. 8 AI AS VILLAIN ▸ Pattern: Require players to complete a task or overcome an AI opponent where the AI is aiming to create an experience (e.g., tension or excitement) rather than defeat the player. ▸ Example: Alien: Isolation is a first-person survival horror game where the opposing alien was designed to harass the player without using an optimal strategy that would always kill the player directly. The enemy alien spends the game hunting the player, displaying behaviors of seeking the player’s location (a weak version of AI is Visualized), and gradually learning from tactics the player uses repeatedly (an oppositional application of AI as Trainee). By having players continually reason on what the alien has learned and where it will go the player is forced to consider the state of the AI and (after repeated play) the processes involved in the AI learning. AI DESIGN PATTERNS
  • 61.
  • 62.
  • 63. AI TO DESIGN GAMES / COMPUTATIONAL CREATIVITY
  • 64. RESOURCES ▸ IEEE Computational Intelligence and Games (CIG) ▸ AAAI Artificial Intelligence in Interactive Digital Entertainment (AIIDE) ▸ Foundations of Digital Games (FDG) ▸ IEEE Transactions on Games (ToG) ▸ Yannakakis and Togelius: Artificial Intelligence and Games www.gameaibook.org
  • 65. THANK YOU FOR YOUR ATTENTION. JOHANNA PIRKER, JPIRKER@MIT.EDU, @JOEYPRINK 
 Further information: jpirker.com This is how others play your game!