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Empathic Entertainment in Digital Game
Youichiro Miyake
AIES 2021
https://www.facebook.com/youichiro.miyake
http://www.slideshare.net/youichiromiyake
y.m.4160@gmail.com @miyayou
References
GAME AI PRO 3 (2017/6)
http://www.gameaipro.com/
Contents
• Chapter 1. Overview
• Chapter 2. Meta-AI
• Chapter 3. Meta-AI x ProceDural contents generation
• Chapter 4. Character AI
• Chapter 5. Character Behavior Learning
• Chapter 6. Decision Making Algorithm
• Chapter 7. Spatial AI
• Chapter 8. Deep Learning
• Chapter 9. Future of Game AI
OVERVIEW
Chapter 1
OVERVIEW
1.1
Intelligent Game System
Game System
Intelligent
Game System
Transition in 1995 when 3D game begins.
What is digital game ?
• Interactive Digital Space
• The space becomes structured
• AI becomes a module in a whole system
Level Script
Navigation AI
Character AI
メタAI
1995 2000 2005 2010
(3D Games)
1994
2005
(
2010頃~
(Open World Game)
Spatial AI
1980
PlayStation
(1994)
Xbox360
(2005)
PlayStation3
(2006)
Scripted AI
三宅陽一郎、水野勇太、里井大輝、 「メタAI」と「AI Director」の歴史的発展、日本デジタルゲーム学会(2020年、Vol.13, No.2)
LS-Model Model LCN-AI Model MCS-AI Cooperative
Model
MCN-AI Model
レベル
Character AI
Enemy
character
Player
情報獲得
Spatial AI
Meta-AI
Order
Ask &
Report
ゲーム全体をコントロール
Support
query
query
頭脳として機能
MCS-AI dynamic co-
operative model
Dynamic allocation of enemies
Observing level in real-time
Direction for agents
Making progress of game
Autonomous thinking
Cooperation
Team AI
Preparing data to make Meta-AI and
Character AI recognize the level
Managing object representation
Managing Navigation data
Path-finding / Tactical point analysis
AI in game, and AI outside of game
Game AI
(outside of game)
Game AI
(In game)
Meta-AI
Character
AI
Navigation
AI
Supporting
AI
QA-AI
Auto-balancing
AI
Interface-AI
Data Mining
Simulation
Game
Visualization
Biofeedback
Contents
• Chapter 1. Overview
• Chapter 2. Meta-AI
• Chapter 3. Meta-AI x ProceDural contents generation
• Chapter 4. Character AI
• Chapter 5. Character Behavior Learning
• Chapter 6. Decision Making Algorithm
• Chapter 7. Spatial AI
• Chapter 8. Deep Learning
• Chapter 9. Future of Game AI
レベル
Character AI
Enemy
character
Player
情報獲得
Spatial AI
Meta-AI
Order
Ask &
Report
ゲーム全体をコントロール
Support
query
query
頭脳として機能
MCS-AI dynamic co-
operative model
Dynamic allocation of enemies
Observing level in real-time
Direction for agents
Making progress of game
Autonomous thinking
Cooperation
Team AI
Preparing data to make Meta-AI and
Character AI recognize the level
Managing object representation
Managing Navigation data
Path-finding / Tactical point analysis
Meta AI History
1980 1990
1980 1990 2000
Classical Meta AI
Modern Meta AI
Development of Character AI
(Autonomous AI )
Classical Meta AI to control difficulty of the game (Weaken enemies).
Modern Meta AI to design game system dynamically.
(Example) Xevious(Namco、1983)
Enemy Table Rewinding
Enemy 0
Enemy 1
Enemy 2
Enemt 3
Enemy 4
Enemy 5
Classical Meta AI = Dynamic difficulty Adaptive AI
岩谷徹氏: ファンと一般のユーザーを満足させる方法のひとつは人工知能AIのような考え方です。プ
レーヤースキルをプログラム側から判断して、難易度を調整していくというものです。これを私はセ
ルフゲームコントロールシステムと呼んで10年以上前から開発に使っています。
- International Game Designers Panel -
http://game.watch.impress.co.jp/docs/20050312/gdc_int.htm
Toru Iwatani (PACMAN Creator) said :
A way to satisfy game freak and game fun is AI .
By judging player’s skill by program, difficulty level is
dynamically adaptive to the player.
That is called “Level Control System”,
which had been used for 10 years.
AI Director (Meta AI) = Left 4 Dead
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and
Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Example : Left 4 Dead
Modern Meta AI
Meta AI dynamically changes a game
Meta AI
Allocation of
enemies
Spawning
enemies
Story
Generation
Procedural
Terrain Generation
User
Experience
Left 4 Dead (Valve)
AI Director controls NPC spawning distribution and game-play-pacing.
 Genre:Online Action
 Developer: Valve software
 Publisher : Valve software
 Hardware: XBox360
 Year: 2006 Using nav-mesh for recognizing and controlling
Real-time status of game.
Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game Developer's Conference, March 2009 http://www.valvesoftware.com/publications.html
Left 4 Dead – AI Director
Meta AI recognize game status in real-time
Predicting player’s route and spawning monsters dynamically.
Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game Developer's Conference, March 2009 http://www.valvesoftware.com/publications.html
AI Director decide when enemies are spawned.
USER’S INTENSITY
ACTUAL POPULATION
DESIRED
POPULATION
Build Up …プレイヤーの緊張度が目標値を超えるまで
敵を出現させ続ける。
Sustain Peak … 緊張度のピークを3-5秒維持するために、
敵の数を維持する。
Peak Fade … 敵の数を最小限へ減少して行く。
Relax … プレイヤーたちが安全な領域へ行くまで、30-45秒間、
敵の出現を最小限に維持する。
AI Director makes users relax, and break relax repeatedly.
Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game Developer's Conference, March 2009 http://www.valvesoftware.com/publications.html
Meta AI(=AI Director) observes players’ action in real-time in Left 4 Dead
Adaptive Dramatic Dynamic Pacing
[Basic Idea]
(1) Meta AI populates many enemies, enough to get
user’s intention up to the value (measured by
input).
(2) When user’s intention goes over the value, meta
AI stops the population.
(3) When user becomes relaxed, go to (1).
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and
Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Meta AI recognize game status
via Navigation-Mesh
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Active Area Set
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
The area where meta-AI
populate and extinguish
agents is called
AAS(= Active Area Set)
Active Area Set
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Active Area Set
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Flow Distance(predicting a path)
Meta- AI predict a path
- where they arrive
- where is back
- direction
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Action to AAS
Meta AI spawns and extinguishes
enemies in Active Area Set.
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Area seen from player
In the Area where player can see,
Meta-AI cannot spawn enemies
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Area to spawn enemies
FRONT BACK
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Meta- AI spawns enemies in the area players cannot see.
Monster and Item appearance frequency
High
Low
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Wanderers (High)
Mobs(Middle)
Special Infected (Middle)
Bosses (Low)
Weapon Caches (Low)
Scavenge Items (Middle)
Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
(1) Decide number of enemies to populate
by user’s escape route length.
(2) Populate enemies along the route in a
area around the player.
(3) When a player goes out the area, the
population stops, and enemies vanish.
(4) In the state of relax or when the are
can be seen from a player, all enemies
are eliminated from the map.
Algorithm of Meta AI
References
(1) Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game
Developer's Conference, March 2009.
(2) Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and
Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
(3) 三宅 陽一郎, “メタAI”,「デジタルゲームの技術」
P.186-190, ソフトバンク クリエイティブ
Contents
• Chapter 1. Overview
• Chapter 2. Meta-AI
• Chapter 3. Meta-AI x ProceDural contents generation
• Chapter 4. Character AI
• Chapter 5. Character Behavior Learning
• Chapter 6. Decision Making Algorithm
• Chapter 7. Spatial AI
• Chapter 8. Deep Learning
• Chapter 9. Future of Game AI
META-AI X PROCEDURAL
CONTENTS GENERATION
Chapter 3
Procedural Generation in WarFrame
The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes
http://aigamedev.com/open/coverage/vienna14-report/#session8
Black Combination in WarFrame
The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes
http://aigamedev.com/open/coverage/vienna14-report/#session8
Procedural Generation Map in WarFrame
The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes
http://aigamedev.com/open/coverage/vienna14-report/#session8
Auto-analyzing the map in WarFrame
The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes
http://aigamedev.com/open/coverage/vienna14-report/#session8
Start, Exit, objectives auto-distribution
in WarFrame
The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes
http://aigamedev.com/open/coverage/vienna14-report/#session8
Influence Map
The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes
http://aigamedev.com/open/coverage/vienna14-report/#session8
Influence Map
The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes
http://aigamedev.com/open/coverage/vienna14-report/#session8
Active Are Set
The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes
http://aigamedev.com/open/coverage/vienna14-report/#session8
Meta AI
(AI Director, Dynamic Adaptive Pacing)
The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes
http://aigamedev.com/open/coverage/vienna14-report/#session8
メタAI(自動適応ペーシング)
Meta AI
(AI Director, Dynamic Adaptive Pacing)
The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes
http://aigamedev.com/open/coverage/vienna14-report/#session8
Summary
Classical Game System Modern Game System
In classical game system, game contents are fixed after the development,
but in modern game system, game contents are dynamically created.
Summary
Classical Game System Modern Game System
Meta AI dynamically creates a game play flow, and gives an order to character AI and a game event.
The reason why meta AI action is simple is that character AI has become autonomous.
Referenced Papers
(1) Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game
Developer's Conference, March 2009.
(2) Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and
Interactive Digital Entertainment Conference at Stanford.
http://www.valvesoftware.com/publications.html
Contents
• Chapter 1. Overview
• Chapter 2. Meta-AI
• Chapter 3. Meta-AI x ProceDural contents generation
• Chapter 4. Character AI
• Chapter 5. Character Behavior Learning
• Chapter 6. Decision Making Algorithm
• Chapter 7. Spatial AI
• Chapter 8. Deep Learning
• Chapter 9. Future of Game AI
CHARACTER AI
Chapter 4
レベル
Character AI
Enemy
character
Player
情報獲得
Spatial AI
Meta-AI
Order
Ask &
Report
ゲーム全体をコントロール
Support
query
query
頭脳として機能
MCS-AI dynamic co-
operative model
Dynamic allocation of enemies
Observing level in real-time
Direction for agents
Making progress of game
Autonomous thinking
Cooperation
Team AI
Preparing data to make Meta-AI and
Character AI recognize the level
Managing object representation
Managing Navigation data
Path-finding / Tactical point analysis
FC SFC SS, PS PS2,GC,Xbox Xbox360, PS3, Wii
DC (次世代)
Hardware 時間軸
2005
1999
Character AI
Complex AI
AI and game world has become more complex
Simple AI
(スペースインベーダー、タイトー、1978年) (アサシンクリード、ゲームロフト、2007年)
(Ex) Space Invader (1978)
プレイヤーの動きに関係なく、決められた動きをする
(スペースインベーダー、タイトー、1978年)
(Ex) Prince of Persia
(プリンスオブペルシャ、1989年)
Halo (Bungie)
http://halo.bungie.net/inside/publications.aspx#pub15068
Environment
Intelligence
Artificial Intelligence= dynamically makes an AI’s action in harmony
with artificial environment.
What is intelligence?
Body
(Inner
Structure)
Input(Sensor) Output(Action)
Intelligence World
Environment World
Effector・Body
Sensor・
Body
Agent Architecture
Agent Architecture
Intelligence World
Environment World
Effector・Body
Sensor・
Body
Memory
Recog-
nition
Working
Memory
Small
Memory
Information Processing
Abstraction
of
Information
Decision
making
Body
Control
Effector・Body
Motion
Making
Motion synthesis process
body module
Motion
Synthesis
Decision making
Module
Decision making
Module
Decision making
Module
Agent Architecture
Intelligence World
Environment World
Effector・Body
Sensor・
Body
Memory
Recog-
nition
Working
Memory
Small
Memory
Information Processing
Abstraction
of
Information
Decision
making
Body
Control
Effector・Body
Motion
Making
Motion synthesis process
body module
Motion
Synthesis
Decision making
Module
Decision making
Module
Decision making
Module
Objective・
Phenomenon
Agent Architecture
Intelligence World
Environment World
Effector・Body
Sensor・
Body
Memory
Recog-
nition
Working
Memory
Small
Memory
Information Processing
Abstraction
of
Information
Decision
making
Body
Control
Effector・Body
Motion
Making
Motion synthesis process
body module
Motion
Synthesis
Decision making
Module
Decision making
Module
Decision making
Module
Agent Architecture
World
Sensor
知識
生成
Knowledg
e
Making
意思決定
Decision
Making
運動
生成
Motion
Making
Information Flow
記憶
Principle of Learning
Action
Result Decision
Making
Body
World
Sensor
知識
生成
Knowledg
e
Making
意思決定
Decision
Making
運動
生成
Motion
Making
Information Flow
記憶
Principle of Learning
Action
Result Decision
Making
Body
Deep Learning in Ubisoft
https://gdcvault.com/play/1025653/The-Alchemy-and-Science-of
The Alchemy and Science of Machine Learning for Games
Yves Jacquier (Ubisoft Montreal)
Deep Learning in Ubisoft
https://gdcvault.com/play/1025653/The-Alchemy-and-Science-of
The Alchemy and Science of Machine Learning for Games
Yves Jacquier (Ubisoft Montreal)
https://gdcvault.com/play/1025653/The-Alchemy-and-Science-of
35:00-
Deep Learning in Ubisoft
The Alchemy and Science of Machine Learning for Games
Yves Jacquier (Ubisoft Montreal)
Belief – Desire – Intention モデル
Desire
(Perceptrons)
Opinions
(Decision Trees)
Beliefs
(Attribute List)
Richard Evans, “Varieties of Learning”, 11.2, AI Programming Wisdom
Low Energy
Source =0.2
Weight =0.8
Value =
Source*Weight =
0.16
Tasty Food
Source =0.4
Weight =0.2
Value =
Source*Weight =
0.08
Unhappines
s
Source =0.7
Weight =0.2
Value =
Source*Weight =
0.14
∑
0.16+0.08+0.14
Threshold
(0~1の値に
変換)
hunger
Perceptron in Black & White (Lionhead,2000)
Black & White (Lionhead,2000)
Training of creature by learning
http://www.youtube.com/watch?v=2t9ULyYGN-s
http://www.lionhead.com/games/black-white/
14:20-
Reinforcement Learning
(Ex) Fighting Game
Kick
Punc
h
Magic
R_0 : Reward = Damage
http://piposozai.blog76.fc2.com/
http://dear-croa.d.dooo.jp/download/illust.html
LEARNING TO FIGHT T. Graepel, R. Herbrich, Julian Gold Published 2004 Computer Science
https://www.microsoft.com/en-us/research/wp-content/uploads/2004/01/graehergol04.pdf
3 ft
Q-Table THROW KICK STAND
1ft / GROUND
2ft / GROUND
3ft / GROUND
4ft / GROUND
5ft / GROUND
6ft / GROUND
1ft / KNOCKED
2ft / KNOCKED
3ft / KNOCKED
4ft / KNOCKED
5ft / KNOCKED
6ft / KNOCKED
actions
game
states
13.2 10.2 -1.3
3.2 6.0 4.0
+10.0
Ralf Herbrich, Thore Graepel, Joaquin Quiñonero Candela Applied Games Group,Microsoft Research Cambridge
"Forza, Halo, Xbox Live The Magic of Research in Microsoft Products"
http://research.microsoft.com/en-us/projects/drivatar/ukstudentday.pptx
Early in the learning process … … after 15 minutes of learning
Reward for decrease in Wulong Goth’s health
Ralf Herbrich, Thore Graepel, Joaquin Quiñonero Candela Applied Games Group,Microsoft Research Cambridge
"Forza, Halo, Xbox Live The Magic of Research in Microsoft Products"
http://research.microsoft.com/en-us/projects/drivatar/ukstudentday.pptx
Early in the learning process … … after 15 minutes of learning
Punishment for decrease in either player’s health
Ralf Herbrich, Thore Graepel, Joaquin Quiñonero Candela Applied Games Group,Microsoft Research Cambridge
"Forza, Halo, Xbox Live The Magic of Research in Microsoft Products"
http://research.microsoft.com/en-us/projects/drivatar/ukstudentday.pptx
Typical Agents in Digital Games
(1)Morikawa-kun (SCE、1997年)
(2)Astronoka (ENIX、1998年)
(3)The Sims(EA, Maxis, 2000)
1997「GANBARE MORIKAWAKUN 2GO」 (PLAYSTATION)
Character Control by
Neural Network
三宅 陽一郎「ゲームAI技術20年の進化とこれから」 https://cedil.cesa.or.jp/cedil_sessions/view/1943 森川幸人「やってきたこと」より引用
Action
Player orders an action Player orders an action
Reaction from an item
Decision Making
Learning from the result
AI!
Color1
Color 2
Form
Smell
Sound
Behavior
…
Take an action
Knock
Kick
Take back
Eat
Jump
Push
おいしい
快い
不快
Impression from item
Nourishing
Enjoyable
Damaged
Fear
Fine
…
Table Data
…
…
…
…
Texture
Neural Network with
Backpropagation in game
ゲーム中にBP学習される
ニューラルネットワーク②
Put it on
the head
Typical Agents in Digital Games
(1)Morikawa-kun (SCE、1997年)
(2)Astronoka (ENIX、1998年)
(3)The Sims(EA, Maxis, 2000)
「Astronoka」(ENIX, 1998)
https://www.jp.square-enix.com/game/detail/astronoka/
Evolving by Genetic Algorithm
Genetic Algorithm
Make a group evolve in one direction
First generation New generation(100~)
…
Evolution by generation
One generation produces a next generation
Genetic Algorithm
遺伝子
Gene
Next
Generation
Parent ①
Parent②
Pick up two parents
from base group
Crossover two genes Produce new generation
(selection) (crossover) (production)
Present Generation
The iteration makes a desired generation in the environment
遺伝子
Gene
Flow chart
of GA
A player makes traps
Beginning of a day
Trap battle begins
Trap battle ends
Evaluation
Fitness value
Order
Delete the last two NPC
Pick up two parents from NPCs with high fitness value
Generate two new NPCs
Generate new generation
Get enough number of new NPC
The day ends
Generation exchange
rate changes
Mutation rate changes
4-② Simulation and evaluation
Evaluation score is proportional to how long NPC go into the field
avoiding and breaking traps.
G
Fitness=Score+Time*0.3+Enjoy param*0.5+Trap_Score+Safety+HP*0.5
Time for clear
G
C B A B C
C B C
C
S
G
A
B
C
Start
Bonus =100
Goal
Bonus =50
Bonus =30
Bonus =10
Bonus =0
GA improvement in Game system
Average of fitness
A curve of fitness a day
Generations
(1) To give a feeling of evolution to users,
the game system evolves 5 generations a day by GA.
(2) To make constant speed of evolution of one day,
the game system controls the number of iterations of GA evolution.
Typical Agents in Digital Games
(1)Morikawa-kun (SCE、1997年)
(2)Astronoka (ENIX、1998年)
(3)The Sims(EA, Maxis, 2000)
The Sims(EA, Maxis, 2000)
• The game is to observe a society of agents
Ken Forbus, “Simulation and Modeling: Under the hood of The Sims” (NorthWerstern Univ)
http://www.cs.northwestern.edu/%7Eforbus/c95-gd/lectures/The_Sims_Under_the_Hood_files/frame.htm
Richard Evans, Modeling Individual Personalities in The Sims 3, GDC 2010
http://www.gdcvault.com/play/1012450/Modeling-Individual-Personalities-in-The
The Sims 「Motif Engine」
• AI Character Engine
Ken Forbus, “Simulation and Modeling: Under the hood of The Sims” (NorthWerstern University)
http://www.cs.northwestern.edu/%7Eforbus/c95-gd/lectures/The_Sims_Under_the_Hood_files/frame.htm
Data
- Needs
- Personality
- Skills
- Relationships
Sloppy - Neat
Shy - Outgoing
Serious - Playful
Lazy - Active
Mean - Nice
Physical
- Hunger
- Comfort
- Hygiene
- Bladder
Mental
- Energy
- Fun
- Social
- Room
Motive Engine
Cooking
Mechanical
Logic
Body
Etc.
Utility-based Agent
• Principle = Maximize a modd
Hunger +20
Comfort -12
Hygiene -30
Bladder -75
Energy +80
Fun +40
Social +10
Room - 60
Mood +18
- Urinate (+40 Bladder)
- Clean (+30 Room)
- Unclog (+40 Room)
Mood +26
- Take Bath (+40 Hygiene)
(+30 Comfort)
- Clean (+20 Room)
Mood +20
Bathtub
Toilet
Ken Forbus, “Simulation and Modeling: Under the hood of The Sims” (NorthWerstern大学、講義資料)
http://www.cs.northwestern.edu/%7Eforbus/c95-gd/lectures/The_Sims_Under_the_Hood_files/frame.htm
Mood calculation
Mood =
W_Hunger(X_Hunger) * X_Hunger + W_Engergy(X_Energy) * X_Energy + …
-100 0 100
-100 0 100 -100 0 100
-100 0 100
-100 0 100 -100 0 100
W_Hunger W_Energy
W_Comfort W_Fun
W_Hygiene W_Social
W_Bladder W_Room
-100 0 100 -100 0 100
Ken Forbus, “Simulation and Modeling: Under the hood of The Sims” (NorthWerstern大学、講義資料)
http://www.cs.northwestern.edu/%7Eforbus/c95-gd/lectures/The_Sims_Under_the_Hood_files/frame.htm
Utility
W_Hunger
X_Hunger
W_Hunger(-80)
-80 60
W_Hunger(60)
Utility comparison and The law of diminishing
marginal utility
Hunger degree at -80 = W_Hunger(-80)*(-80)
Hunger degree at 60 = W_Hunger(60)*(60)
Δ = W_Hunger(60)*(60) - W_Hunger(-80)*(-80)
Utility for hunger
W_Hunger
X_Hunger
W_Hunger(-80)
-80 60
W_Hunger(60)
90
W_Hunger(90)
The law of diminishing marginal utility
Δ(-80 → 60)=W_Hunger(60)*(60) - W_Hunger(-80)*(-80)
Δ (60→90) =W_Hunger(90)*(90) - W_Hunger(60)*(60)
Δ(-80 → 60) is much larger than Δ(60→90)
Utility for hunger
W_Hunger
X_Hunger
W_Hunger(-80)
-80 60
W_Hunger(60)
90
W_Hunger(90)
Contents
• Chapter 1. Overview
• Chapter 2. Meta-AI
• Chapter 3. Meta-AI x ProceDural contents generation
• Chapter 4. Character AI
• Chapter 5. Character Behavior Learning
• Chapter 6. Decision Making Algorithm
• Chapter 7. Spatial AI
• Chapter 8. Deep Learning
• Chapter 9. Future of Game AI
CHARACTER
BEHAVIOR
LEARNING
Chapter 3-2
Intelligence World
Environment World
Effector・Body
Sensor・
Body
Memory
Recog-
nition
Working
Memory
Small
Memory
Information Processing
Abstraction
of
Information
Decision
making
Body
Control
Effector・Body
Motion
Making
Motion synthesis process
body module
Motion
Synthesis
Decision making
Module
Decision making
Module
Decision making
Module
Contents
• Chapter 1. Overview
• Chapter 2. Meta-AI
• Chapter 3. Meta-AI x ProceDural contents generation
• Chapter 4. Character AI
• Chapter 5. Character Behavior Learning
• Chapter 6. Decision Making Algorithm
• Chapter 7. Spatial AI
• Chapter 8. Deep Learning
• Chapter 9. Future of Game AI
DECISION MAKING
ALGORITHM
Chapter 3-3
Intelligence World
Environment World
Effector・Body
Sensor・
Body
Memory
Recog-
nition
Working
Memory
Small
Memory
Information Processing
Abstraction
of
Information
Decision
making
Body
Control
Effector・Body
Motion
Making
Motion synthesis process
body module
Motion
Synthesis
Decision making
Module
Decision making
Module
Decision making
Module
Decision Making Model
State-based AI
Goal-based AI
Rule-based AI
Behavior-based AI
Usually decision-Making is a very complex process.
But in artificial intelligence, there are some simple basic styles.
Simulation-based AI
Utility-based AI
Task-based AI
Decision Making
Reactive
Non-Reactive
Decision Making Model
State-based AI
Goal-based AI
Rule-based AI
Behavior-based AI
Usually decision-Making is a very complex process.
But in artificial intelligence, there are some simple basic styles.
Simulation-based AI
Utility-based AI
Task-based AI
Decision Making
Reactive
Non-Reactive
F.E.A.R Agent Architecture
 Genre:Horror FPS
 Developer: Monolith Production
 Publisher : SIERRA
 Hardware: Windows
 Year: 2004
Agent Architecture Considerations for Real-Time Planning in Games (AIIDE 2005)
http://web.media.mit.edu/~jorkin/AIIDE05_Orkin_Planning.ppt
Sensors
Working
Memory
Planner
Blackboard
Navigation
Animation /
Movement
Targeting
Weapons
World
World
Planning by Chaining Example
kSymbol_
TargetIsDead
kSymbol_
TargetIsDead
Attack
kSymbol_
WeaponLoaded
kSymbol_
WeaponLoaded
Reload
kSymbol_
WeaponArmed
kSymbol_
WeaponArmed
Pick up
a weapon
None
Planner
Planning
Action
Pools
Replaning AI in F.E.A.R.
Jeff Orkins, Three States and a Plan: The AI of FEAR
http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
Decision Making Model
State-based AI
Goal-based AI
Rule-based AI
Behavior-based AI
Decision Making is generally a very complex high-degree process.
But for digital game there are 7 simple decision making algorithms.
Simulation-based AI
Utility-based AI
「(something)-based AI」means that an algorithm uses (something) as a unit.
Task-based AI
Decision Making
State Machine
State
State State
State Machine(Finite State Machine)
AI’s instruction is described in a state, and changes in the world and
AI are described in a transition condition.
A state machine has a loop structure but does not have feedback dynamics.
Hierarchical State Machine
Two enemy characters are patrolling. One player comes to the room.
AI character is described as Hierarchical Finite State Machine (HFSM).
(Example) Quake HFSM
http://ai-depot.com/FiniteStateMachines/FSM-Practical.html
Monster’s FSM
Spawn
Idle Attack
Die
Melee Melee
Smash Left Right
Finish spawning
Lost goal
Located goal
Zero health Zero health
Quake (id Software)
https://www.youtube.com/watch?v=LpEygM6ZkfI&t=350s
Watch
Chase Chase
Attack
Attack Warning
Command Ally
Watch the exit
Call an Ally
Ally not found
& Out of
battle field
Join with Ally
Join with Ally
Found Ally
Lost enemy
Found enemy
Lost enemy
Found enemy
Patrol
10 sec.
passed
Hear a
sound
Ally Responds
Transition
Condition State
Higher State
Hierarchical State Machine
Decision Making Model
State-based AI
Goal-based AI
Rule-based AI
Behavior-based AI
Decision Making is generally a very complex high-degree process.
But for digital game there are 7 simple decision making algorithms.
Simulation-based AI
Utility-based AI
「(something)-based AI」means that an algorithm uses (something) as a unit.
Task-based AI
Decision Making
Behavior-based AI
Behavior
A behavior represent not an animation detail
but a physical action.
Behavior-based AI
Behavior
Behavior
Decision-Making
Behavior
A behavior-based AI constructs its thinking by
using some behaviors.
(1) Hierarchical Structure of Box
(2) Each box has some behaviors
(3) Each box has one selection-rule
(random, sequential, priority-order…)
(4) Finally, one behavior is selected at end-of-tree.
(5) Decision Making
Behavior-based AI
 Genre:SciFi-FPS
 Developer: BUNGIE Studio
 Publisher : Microsoft
 Hardware: Xbox, Windows, Mac
 Year: 2004
Behavior-Tree (has become very popular method .)
Damian Isla (2005), Handling Complexity in the Halo 2 AI,
GDC Proceedings.,
http://www.gamasutra.com/gdc2005/features/20050311/isla_01.shtml
root
Battle
Retreat
Idle
Attack
Hide
Escape
Block
Stop
Recover
Trap
Sleep
Heal
Arrow
Sword
Hind in wood
Dig
Hide behind
object
Magic
Ice type
Wind type
Priority
Priority
Sequence
Sequence
Random
Priority
Random
Priority
Random
Behavior
(Leaf node)
Layer
Layer
Selection Rule
Selection Rule
Decision Making Model
State-based AI
Goal-based AI
Rule-based AI
Behavior-based AI
Decision Making is generally a very complex high-degree process.
But for digital game there are 7 simple decision making algorithms.
Simulation-based AI
Utility-based AI
「(something)-based AI」means that an algorithm uses (something) as a unit.
Task-based AI
Decision Making
State machine compared to Behavior tree
• State machine= Steady control step by step
• Behavior tree = Adapt behavior fluently
We want to use both good points
Contents
• Chapter 1. Overview
• Chapter 2. Meta-AI
• Chapter 3. Meta-AI x ProceDural contents generation
• Chapter 4. Character AI
• Chapter 5. Character Behavior Learning
• Chapter 6. Decision Making Algorithm
• Chapter 7. Spatial AI
• Chapter 8. Deep Learning
• Chapter 9. Future of Game AI
SPATIAL AI
Chapter 4
PATH-FINDING
Chapter 4-2
レベル
Character AI
Enemy
character
Player
情報獲得
Spatial AI
Meta-AI
Order
Ask &
Report
ゲーム全体をコントロール
Support
query
query
頭脳として機能
MCS-AI dynamic co-
operative model
Dynamic allocation of enemies
Observing level in real-time
Direction for agents
Making progress of game
Autonomous thinking
Cooperation
Team AI
Preparing data to make Meta-AI and
Character AI recognize the level
Managing object representation
Managing Navigation data
Path-finding / Tactical point analysis
Navigation Data
フリー素材屋Hoshino http://www.s-hoshino.com/
Navigation Data
Waypoint・Graph
(Networked Graph with points)
Navigation Mesh(Networked
Graph with polygons)
Walk-able
フリー素材屋Hoshino http://www.s-hoshino.com/
RTS demo
RTS - Pathfinding A*
https://www.youtube.com/watch?v=95aHGzzNCY8
TACTICAL POINT SYSTEM
Chapter 4-3
History of Tactical Point System
• Tactical Position Picking
Killzone (2005, Guerrilla) in Program
• TPS (Tactical Point System)
CRYENGINE (2010, CRYTEK) Tool & Runtime System
• EQS(Environment Query System)
UNREAL ENGINE 4 (2014, Epic games)Tool & Runtime System
• PQS (Point Query System)
FINAL FANTASY XV (2016, SQUARE ENIX)
Point Query System
A system to find a best positon
- for a character’s ability
- in a terrain
- in real-time
Point Query System principle
Point distribution (Generation)
distributing point around the objective (例)grid、circle
Filtering
Removing points not adjust for a purpose by a conditon (1)
.
.
.
Evaluation
Evaluation for remained points and pick up one points with best score
Filtering
Removing points not adjust for a purpose by a conditon (2)
Filtering
Removing points not adjust for a purpose by a conditon (N)
PQS (Point Query System)
A bowman finds the best point
(i) Game situation
(ii) Generating points around it
(iii) Filtering points with bad terrain
(iv) Filtering points where it’s arrow
can not reach
(v) Filtering points around buddies
(vi) Picking up one point with
highest terrain
敵
味方
今考えている
キャラクター
高台
高台
海
穴
Contents
• Chapter 1. Overview
• Chapter 2. Meta-AI
• Chapter 3. Meta-AI x ProceDural contents generation
• Chapter 4. Character AI
• Chapter 5. Character Behavior Learning
• Chapter 6. Decision Making Algorithm
• Chapter 7. Spatial AI
• Chapter 8. Deep Learning
• Chapter 9. Future of Game AI
Dota2 eSports
OpenAI Five: Dota Gameplay https://www.youtube.com/watch?v=UZHTNBMAfAA
解説:『Dota 2』における人間側のチャンピオンチームとAIチームの戦い
https://alienwarezone.jp/post/2316
[参考論文]
「OpenAI」については以下を参考にしました。
OpenAI Five
https://openai.com/projects/five/
Christopher Berner, et al.,“Dota 2 with Large Scale Deep Reinforcement Learning”
https://arxiv.org/abs/1912.06680
StarCraft~StarCraft2
(DeepMind, 2019)
StarCraftのAI
• Santiago Ontañon, Gabriel Synnaeve, Alberto Uriarte, Florian
Richoux, David Churchill, et al..
• “A Survey of Real-Time Strategy Game AI Research and
Competition in StarCraft”. IEEE Transactions on
Computational Intelligence and AI in games, IEEE
Computational Intelligence Society, 2013, 5(4), pp.1-19. hal-
00871001
• https://hal.archives-ouvertes.fr/hal-00871001
StarCraftの7つのアーキテクチャ (2010-2020)
StarCraft AI~StarCraft2 AI
(DeepMind, 2019)
[参考文献]
SC2LEについては以下の文献を参考にしました。
また図 7.8は以下の文献から引用しました。
Oriol Vinyals, et al., “StarCraft II: A New Challenge for Reinforcement Learning”,
https://arxiv.org/abs/1708.04782
PySC2 - StarCraft II Learning Environment
https://github.com/deepmind/pysc2
StarCraft II API
StarCraft II Binary
PySC2
Agent
アクション select_rect(p1, p2) or build_supply(p3) or …
観察
Resource
Possible action
Construction order
Screen
(Game
Information)
Minimap
Reward
-1/0/+1
SC2LE
評価値
Value
Network
Baseline features
アクション・タイプ ディレイ ユニット選択
命令発行 ターゲット選択
Residual MLP MLP MLP Pointer
Network
Attention D
分散表現
MLP
分散表現
MLP
分散表現
MLP
Embedding
MLP
コア
Deep LSTM
スカラー
エンコーダー
MLP
エンティティ
エンコーダー
トランス
フォーマー
空間
エンコーダー
ResNet
ゲーム
パラメーター群
エンティティ ミニマップ
https://deepmind.com/blog/article/alphastar-mastering-real-time-strategy-game-starcraft-ii
DeepMind社「Capture the flag」
(2019)
シミュレーション
現実
機械学習
(ディープ
ラーニン
グ)
https://deepmind.com/blog/article/capture-the-flag-science
π
Game
Screen
Game
Screen
Game
Screen
Game
Screen
Game
Screen
Sampled
vector
Action
Inner Reward
w
Winning or
Lose Judgemnet
Policy
Game
Point
Slow RNN
Fast RNN
Xt
𝑄𝑡 𝑄𝑡+1
赤フラグを青チーム陣地に
持ち帰る青エージェント
https://deepmind.com/blog/article/capture-the-flag-science
OpenAI「HIDE AND SEEK」
(2019年)
GENETIC PROGRAMMING
ボードゲーム自動生成
[参考文献]
Mark J. Nelson, “Bibliography: Encoding and generating videogame mechanics”,
IEEE CIG 2012 tutorial
https://www.kmjn.org/notes/generating_mechanics_bibliography.html
Cameron Browne,“Evolutionary Game Design”, SpringerBriefs in Computer Science, 2011
Cameron Browne, Frederic Maire, “Evolutionary Game Design”,
IEEE Transactions on Computational Intelligence and AI in Games ( Volume: 2, Issue: 1, March 2010)
game
Tic-Tac-Toe
Players
White
Black
board
end
All
Win
In-a-row
3
tiling
Square
i-nbors
shape
square
size
3 3
[参考文献]
Mark J. Nelson, “Bibliography: Encoding and generating videogame mechanics”,
IEEE CIG 2012 tutorial
https://www.kmjn.org/notes/generating_mechanics_bibliography.html
Cameron Browne,“Evolutionary Game Design”, SpringerBriefs in Computer Science, 2011
Cameron Browne, Frederic Maire, “Evolutionary Game Design”,
IEEE Transactions on Computational Intelligence and AI in Games ( Volume: 2, Issue: 1, March
2010)
game
Y
Players
White
Black
board
end
All
Win
connect
all-sides
tiling
hex
shape
tri
regions
all-sides
size
11
game
Tic-Tac-Toe
Players
White
Black
end
All
Win
In-a-row
3
board
tiling
hex
regions
all-sides
size
11
shape
square
評価
選 択
交叉
突然変異
ルール
チェック
整合性
がある
か?
ポリシー
選択
速度が
遅い?
ゴミ
箱
テストプ
レイ
前と似て
いる
引き分け
になり
やすい
母集団
[参考文献]
Mark J. Nelson, “Bibliography: Encoding and generating videogame mechanics”,
IEEE CIG 2012 tutorial
https://www.kmjn.org/notes/generating_mechanics_bibliography.html
Cameron Browne,“Evolutionary Game Design”, SpringerBriefs in Computer Science, 2011
Cameron Browne, Frederic Maire, “Evolutionary Game Design”,
IEEE Transactions on Computational Intelligence and AI in Games ( Volume: 2, Issue: 1, March
2010)
GENETIC ALGORITHM
Build = 1,11,46,Mine,8
Build = 1,11,48,Mine,16
Build = 1,11,47,Skyc,24
Build = 1,14,42,Turr,28
Build = 1,14,45,GrSl,100808
Build = 1,14,40,Turr,171184
Build = 1,9,47,Mine, 52
Build = 1,9,49,Mine, 60
Build = 1,12,44,RktL,100836
Build = 1,10,49,Drop,100812
Build = 1,13,45,RktL,100816
Build = 1,17,44,RktL,100820
Build = 1,10,45,Skyc,100824
Upgrade = 0,13,45,RktL,100820
Build = 0,11,46,Mine,8
Build = 0,11,48,Mine,16
Build = 0,11,47,Skyc,24
Build = 0,14,42,Turr,28
Build = 0,14,40,Turr,171184
Build = 0,9,47,Mine 52
Build = 0,9,47,Mine 60
Build = 0,15,45,GrSl,100808
Build = 0,10.,49,Drop,100812
Build = 0,13,45,RktL,100816
Build = 0,17,44,RktL,100820
Build = 0,10,45,Skyc,100824
Upgrade = 0,13,45,RktL,100816
Build = 0,17,49,Drop,100832
TT
L_1
TT
L2
TT
L3
TT
L4
TT
L1
TT
L2
TT
L3
TT
L4
親1 親2
TT
L_1
TT
L2
TT
L3
TT
L4
TT
L_1
TT
L2
TT
L3
TT
L4
子1 子2
Contents
• Chapter 1. Overview
• Chapter 2. Meta-AI
• Chapter 3. Meta-AI x ProceDural contents generation
• Chapter 4. Character AI
• Chapter 5. Character Behavior Learning
• Chapter 6. Decision Making Algorithm
• Chapter 7. Spatial AI
• Chapter 8. Deep Learning
• Chapter 9. Future of Game AI
City Control AI
Road obeserbing AI
Area Control AI
Observing and
Controlling AI
For building
Observing and
Controlling AI
For roads
Observing and
Controlling AI
For Park
Observing and
Controlling AI
For Human
Command Report Command Report
監視
制御
Huma
n Drone Robot
Digital
Avatar
Human
監視
制御
監視
制御
監視
制御
監視
制御
協調
協調
Coope
ration
Coopera
tion
監視
制御
監視
制御
監視
制御
City
City Control AI
Road obserbing AI
Area Control AI
Observing and
Controlling AI
For building
Observing and
Controlling AI
For roads
Observing and
Controlling AI
For Park
Observing and
Controlling AI
For Human
Command Report Command Report
監視
制御
Huma
n Drone Robot
Digital
Avatar
Human
監視
制御
監視
制御
監視
制御
監視
制御
協調
協調
Coope
ration
Coopera
tion
監視
制御
監視
制御
監視
制御
City
MetaAI
Character AI
Character AI
Character AI
Spatial AI

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AIES 2021 Keynote lecture

  • 1. Empathic Entertainment in Digital Game Youichiro Miyake AIES 2021 https://www.facebook.com/youichiro.miyake http://www.slideshare.net/youichiromiyake y.m.4160@gmail.com @miyayou
  • 2. References GAME AI PRO 3 (2017/6) http://www.gameaipro.com/
  • 3. Contents • Chapter 1. Overview • Chapter 2. Meta-AI • Chapter 3. Meta-AI x ProceDural contents generation • Chapter 4. Character AI • Chapter 5. Character Behavior Learning • Chapter 6. Decision Making Algorithm • Chapter 7. Spatial AI • Chapter 8. Deep Learning • Chapter 9. Future of Game AI
  • 6. Intelligent Game System Game System Intelligent Game System Transition in 1995 when 3D game begins.
  • 7. What is digital game ? • Interactive Digital Space • The space becomes structured • AI becomes a module in a whole system
  • 8. Level Script Navigation AI Character AI メタAI 1995 2000 2005 2010 (3D Games) 1994 2005 ( 2010頃~ (Open World Game) Spatial AI 1980 PlayStation (1994) Xbox360 (2005) PlayStation3 (2006) Scripted AI 三宅陽一郎、水野勇太、里井大輝、 「メタAI」と「AI Director」の歴史的発展、日本デジタルゲーム学会(2020年、Vol.13, No.2) LS-Model Model LCN-AI Model MCS-AI Cooperative Model MCN-AI Model
  • 9. レベル Character AI Enemy character Player 情報獲得 Spatial AI Meta-AI Order Ask & Report ゲーム全体をコントロール Support query query 頭脳として機能 MCS-AI dynamic co- operative model Dynamic allocation of enemies Observing level in real-time Direction for agents Making progress of game Autonomous thinking Cooperation Team AI Preparing data to make Meta-AI and Character AI recognize the level Managing object representation Managing Navigation data Path-finding / Tactical point analysis
  • 10. AI in game, and AI outside of game Game AI (outside of game) Game AI (In game) Meta-AI Character AI Navigation AI Supporting AI QA-AI Auto-balancing AI Interface-AI Data Mining Simulation Game Visualization Biofeedback
  • 11. Contents • Chapter 1. Overview • Chapter 2. Meta-AI • Chapter 3. Meta-AI x ProceDural contents generation • Chapter 4. Character AI • Chapter 5. Character Behavior Learning • Chapter 6. Decision Making Algorithm • Chapter 7. Spatial AI • Chapter 8. Deep Learning • Chapter 9. Future of Game AI
  • 12. レベル Character AI Enemy character Player 情報獲得 Spatial AI Meta-AI Order Ask & Report ゲーム全体をコントロール Support query query 頭脳として機能 MCS-AI dynamic co- operative model Dynamic allocation of enemies Observing level in real-time Direction for agents Making progress of game Autonomous thinking Cooperation Team AI Preparing data to make Meta-AI and Character AI recognize the level Managing object representation Managing Navigation data Path-finding / Tactical point analysis
  • 13. Meta AI History 1980 1990 1980 1990 2000 Classical Meta AI Modern Meta AI Development of Character AI (Autonomous AI ) Classical Meta AI to control difficulty of the game (Weaken enemies). Modern Meta AI to design game system dynamically.
  • 14. (Example) Xevious(Namco、1983) Enemy Table Rewinding Enemy 0 Enemy 1 Enemy 2 Enemt 3 Enemy 4 Enemy 5
  • 15. Classical Meta AI = Dynamic difficulty Adaptive AI 岩谷徹氏: ファンと一般のユーザーを満足させる方法のひとつは人工知能AIのような考え方です。プ レーヤースキルをプログラム側から判断して、難易度を調整していくというものです。これを私はセ ルフゲームコントロールシステムと呼んで10年以上前から開発に使っています。 - International Game Designers Panel - http://game.watch.impress.co.jp/docs/20050312/gdc_int.htm Toru Iwatani (PACMAN Creator) said : A way to satisfy game freak and game fun is AI . By judging player’s skill by program, difficulty level is dynamically adaptive to the player. That is called “Level Control System”, which had been used for 10 years.
  • 16. AI Director (Meta AI) = Left 4 Dead Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html Example : Left 4 Dead
  • 17. Modern Meta AI Meta AI dynamically changes a game Meta AI Allocation of enemies Spawning enemies Story Generation Procedural Terrain Generation User Experience
  • 18. Left 4 Dead (Valve) AI Director controls NPC spawning distribution and game-play-pacing.  Genre:Online Action  Developer: Valve software  Publisher : Valve software  Hardware: XBox360  Year: 2006 Using nav-mesh for recognizing and controlling Real-time status of game. Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game Developer's Conference, March 2009 http://www.valvesoftware.com/publications.html
  • 19. Left 4 Dead – AI Director Meta AI recognize game status in real-time Predicting player’s route and spawning monsters dynamically. Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game Developer's Conference, March 2009 http://www.valvesoftware.com/publications.html
  • 20. AI Director decide when enemies are spawned. USER’S INTENSITY ACTUAL POPULATION DESIRED POPULATION Build Up …プレイヤーの緊張度が目標値を超えるまで 敵を出現させ続ける。 Sustain Peak … 緊張度のピークを3-5秒維持するために、 敵の数を維持する。 Peak Fade … 敵の数を最小限へ減少して行く。 Relax … プレイヤーたちが安全な領域へ行くまで、30-45秒間、 敵の出現を最小限に維持する。 AI Director makes users relax, and break relax repeatedly. Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game Developer's Conference, March 2009 http://www.valvesoftware.com/publications.html Meta AI(=AI Director) observes players’ action in real-time in Left 4 Dead
  • 21. Adaptive Dramatic Dynamic Pacing [Basic Idea] (1) Meta AI populates many enemies, enough to get user’s intention up to the value (measured by input). (2) When user’s intention goes over the value, meta AI stops the population. (3) When user becomes relaxed, go to (1). Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html
  • 22. Meta AI recognize game status via Navigation-Mesh Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html
  • 23. Active Area Set Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html The area where meta-AI populate and extinguish agents is called AAS(= Active Area Set)
  • 24. Active Area Set Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html
  • 25. Active Area Set Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html
  • 26. Flow Distance(predicting a path) Meta- AI predict a path - where they arrive - where is back - direction Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html
  • 27. Action to AAS Meta AI spawns and extinguishes enemies in Active Area Set. Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html
  • 28. Area seen from player In the Area where player can see, Meta-AI cannot spawn enemies Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html
  • 29. Area to spawn enemies FRONT BACK Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html Meta- AI spawns enemies in the area players cannot see.
  • 30. Monster and Item appearance frequency High Low Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html Wanderers (High) Mobs(Middle) Special Infected (Middle) Bosses (Low) Weapon Caches (Low) Scavenge Items (Middle)
  • 31. Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html (1) Decide number of enemies to populate by user’s escape route length. (2) Populate enemies along the route in a area around the player. (3) When a player goes out the area, the population stops, and enemies vanish. (4) In the state of relax or when the are can be seen from a player, all enemies are eliminated from the map. Algorithm of Meta AI
  • 32. References (1) Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game Developer's Conference, March 2009. (2) Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html (3) 三宅 陽一郎, “メタAI”,「デジタルゲームの技術」 P.186-190, ソフトバンク クリエイティブ
  • 33. Contents • Chapter 1. Overview • Chapter 2. Meta-AI • Chapter 3. Meta-AI x ProceDural contents generation • Chapter 4. Character AI • Chapter 5. Character Behavior Learning • Chapter 6. Decision Making Algorithm • Chapter 7. Spatial AI • Chapter 8. Deep Learning • Chapter 9. Future of Game AI
  • 34. META-AI X PROCEDURAL CONTENTS GENERATION Chapter 3
  • 35. Procedural Generation in WarFrame The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes http://aigamedev.com/open/coverage/vienna14-report/#session8
  • 36. Black Combination in WarFrame The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes http://aigamedev.com/open/coverage/vienna14-report/#session8
  • 37. Procedural Generation Map in WarFrame The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes http://aigamedev.com/open/coverage/vienna14-report/#session8
  • 38. Auto-analyzing the map in WarFrame The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes http://aigamedev.com/open/coverage/vienna14-report/#session8
  • 39. Start, Exit, objectives auto-distribution in WarFrame The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes http://aigamedev.com/open/coverage/vienna14-report/#session8
  • 40. Influence Map The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes http://aigamedev.com/open/coverage/vienna14-report/#session8
  • 41. Influence Map The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes http://aigamedev.com/open/coverage/vienna14-report/#session8
  • 42. Active Are Set The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes http://aigamedev.com/open/coverage/vienna14-report/#session8
  • 43. Meta AI (AI Director, Dynamic Adaptive Pacing) The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes http://aigamedev.com/open/coverage/vienna14-report/#session8
  • 44. メタAI(自動適応ペーシング) Meta AI (AI Director, Dynamic Adaptive Pacing) The Living AI in Warframe's Procedural Space Ships Dan Brewer, Digital Extremes http://aigamedev.com/open/coverage/vienna14-report/#session8
  • 45. Summary Classical Game System Modern Game System In classical game system, game contents are fixed after the development, but in modern game system, game contents are dynamically created.
  • 46. Summary Classical Game System Modern Game System Meta AI dynamically creates a game play flow, and gives an order to character AI and a game event. The reason why meta AI action is simple is that character AI has become autonomous.
  • 47. Referenced Papers (1) Michael Booth, "Replayable Cooperative Game Design: Left 4 Dead," Game Developer's Conference, March 2009. (2) Michael Booth, "The AI Systems of Left 4 Dead," Artificial Intelligence and Interactive Digital Entertainment Conference at Stanford. http://www.valvesoftware.com/publications.html
  • 48. Contents • Chapter 1. Overview • Chapter 2. Meta-AI • Chapter 3. Meta-AI x ProceDural contents generation • Chapter 4. Character AI • Chapter 5. Character Behavior Learning • Chapter 6. Decision Making Algorithm • Chapter 7. Spatial AI • Chapter 8. Deep Learning • Chapter 9. Future of Game AI
  • 50. レベル Character AI Enemy character Player 情報獲得 Spatial AI Meta-AI Order Ask & Report ゲーム全体をコントロール Support query query 頭脳として機能 MCS-AI dynamic co- operative model Dynamic allocation of enemies Observing level in real-time Direction for agents Making progress of game Autonomous thinking Cooperation Team AI Preparing data to make Meta-AI and Character AI recognize the level Managing object representation Managing Navigation data Path-finding / Tactical point analysis
  • 51. FC SFC SS, PS PS2,GC,Xbox Xbox360, PS3, Wii DC (次世代) Hardware 時間軸 2005 1999 Character AI Complex AI AI and game world has become more complex Simple AI (スペースインベーダー、タイトー、1978年) (アサシンクリード、ゲームロフト、2007年)
  • 52. (Ex) Space Invader (1978) プレイヤーの動きに関係なく、決められた動きをする (スペースインベーダー、タイトー、1978年)
  • 53. (Ex) Prince of Persia (プリンスオブペルシャ、1989年)
  • 55. Environment Intelligence Artificial Intelligence= dynamically makes an AI’s action in harmony with artificial environment. What is intelligence? Body (Inner Structure) Input(Sensor) Output(Action)
  • 57. Intelligence World Environment World Effector・Body Sensor・ Body Memory Recog- nition Working Memory Small Memory Information Processing Abstraction of Information Decision making Body Control Effector・Body Motion Making Motion synthesis process body module Motion Synthesis Decision making Module Decision making Module Decision making Module Agent Architecture
  • 58. Intelligence World Environment World Effector・Body Sensor・ Body Memory Recog- nition Working Memory Small Memory Information Processing Abstraction of Information Decision making Body Control Effector・Body Motion Making Motion synthesis process body module Motion Synthesis Decision making Module Decision making Module Decision making Module Objective・ Phenomenon Agent Architecture
  • 59. Intelligence World Environment World Effector・Body Sensor・ Body Memory Recog- nition Working Memory Small Memory Information Processing Abstraction of Information Decision making Body Control Effector・Body Motion Making Motion synthesis process body module Motion Synthesis Decision making Module Decision making Module Decision making Module Agent Architecture
  • 62. Deep Learning in Ubisoft https://gdcvault.com/play/1025653/The-Alchemy-and-Science-of The Alchemy and Science of Machine Learning for Games Yves Jacquier (Ubisoft Montreal)
  • 63. Deep Learning in Ubisoft https://gdcvault.com/play/1025653/The-Alchemy-and-Science-of The Alchemy and Science of Machine Learning for Games Yves Jacquier (Ubisoft Montreal)
  • 64. https://gdcvault.com/play/1025653/The-Alchemy-and-Science-of 35:00- Deep Learning in Ubisoft The Alchemy and Science of Machine Learning for Games Yves Jacquier (Ubisoft Montreal)
  • 65. Belief – Desire – Intention モデル Desire (Perceptrons) Opinions (Decision Trees) Beliefs (Attribute List) Richard Evans, “Varieties of Learning”, 11.2, AI Programming Wisdom Low Energy Source =0.2 Weight =0.8 Value = Source*Weight = 0.16 Tasty Food Source =0.4 Weight =0.2 Value = Source*Weight = 0.08 Unhappines s Source =0.7 Weight =0.2 Value = Source*Weight = 0.14 ∑ 0.16+0.08+0.14 Threshold (0~1の値に 変換) hunger Perceptron in Black & White (Lionhead,2000)
  • 66. Black & White (Lionhead,2000) Training of creature by learning http://www.youtube.com/watch?v=2t9ULyYGN-s http://www.lionhead.com/games/black-white/ 14:20-
  • 67. Reinforcement Learning (Ex) Fighting Game Kick Punc h Magic R_0 : Reward = Damage http://piposozai.blog76.fc2.com/ http://dear-croa.d.dooo.jp/download/illust.html
  • 68. LEARNING TO FIGHT T. Graepel, R. Herbrich, Julian Gold Published 2004 Computer Science https://www.microsoft.com/en-us/research/wp-content/uploads/2004/01/graehergol04.pdf
  • 69. 3 ft Q-Table THROW KICK STAND 1ft / GROUND 2ft / GROUND 3ft / GROUND 4ft / GROUND 5ft / GROUND 6ft / GROUND 1ft / KNOCKED 2ft / KNOCKED 3ft / KNOCKED 4ft / KNOCKED 5ft / KNOCKED 6ft / KNOCKED actions game states 13.2 10.2 -1.3 3.2 6.0 4.0 +10.0 Ralf Herbrich, Thore Graepel, Joaquin Quiñonero Candela Applied Games Group,Microsoft Research Cambridge "Forza, Halo, Xbox Live The Magic of Research in Microsoft Products" http://research.microsoft.com/en-us/projects/drivatar/ukstudentday.pptx
  • 70. Early in the learning process … … after 15 minutes of learning Reward for decrease in Wulong Goth’s health Ralf Herbrich, Thore Graepel, Joaquin Quiñonero Candela Applied Games Group,Microsoft Research Cambridge "Forza, Halo, Xbox Live The Magic of Research in Microsoft Products" http://research.microsoft.com/en-us/projects/drivatar/ukstudentday.pptx
  • 71. Early in the learning process … … after 15 minutes of learning Punishment for decrease in either player’s health Ralf Herbrich, Thore Graepel, Joaquin Quiñonero Candela Applied Games Group,Microsoft Research Cambridge "Forza, Halo, Xbox Live The Magic of Research in Microsoft Products" http://research.microsoft.com/en-us/projects/drivatar/ukstudentday.pptx
  • 72. Typical Agents in Digital Games (1)Morikawa-kun (SCE、1997年) (2)Astronoka (ENIX、1998年) (3)The Sims(EA, Maxis, 2000)
  • 73. 1997「GANBARE MORIKAWAKUN 2GO」 (PLAYSTATION) Character Control by Neural Network 三宅 陽一郎「ゲームAI技術20年の進化とこれから」 https://cedil.cesa.or.jp/cedil_sessions/view/1943 森川幸人「やってきたこと」より引用 Action Player orders an action Player orders an action Reaction from an item Decision Making Learning from the result AI!
  • 74. Color1 Color 2 Form Smell Sound Behavior … Take an action Knock Kick Take back Eat Jump Push おいしい 快い 不快 Impression from item Nourishing Enjoyable Damaged Fear Fine … Table Data … … … … Texture Neural Network with Backpropagation in game ゲーム中にBP学習される ニューラルネットワーク② Put it on the head
  • 75. Typical Agents in Digital Games (1)Morikawa-kun (SCE、1997年) (2)Astronoka (ENIX、1998年) (3)The Sims(EA, Maxis, 2000)
  • 77. Genetic Algorithm Make a group evolve in one direction First generation New generation(100~) … Evolution by generation One generation produces a next generation
  • 78. Genetic Algorithm 遺伝子 Gene Next Generation Parent ① Parent② Pick up two parents from base group Crossover two genes Produce new generation (selection) (crossover) (production) Present Generation The iteration makes a desired generation in the environment 遺伝子 Gene
  • 79. Flow chart of GA A player makes traps Beginning of a day Trap battle begins Trap battle ends Evaluation Fitness value Order Delete the last two NPC Pick up two parents from NPCs with high fitness value Generate two new NPCs Generate new generation Get enough number of new NPC The day ends Generation exchange rate changes Mutation rate changes
  • 80. 4-② Simulation and evaluation Evaluation score is proportional to how long NPC go into the field avoiding and breaking traps. G Fitness=Score+Time*0.3+Enjoy param*0.5+Trap_Score+Safety+HP*0.5 Time for clear G C B A B C C B C C S G A B C Start Bonus =100 Goal Bonus =50 Bonus =30 Bonus =10 Bonus =0
  • 81. GA improvement in Game system Average of fitness A curve of fitness a day Generations (1) To give a feeling of evolution to users, the game system evolves 5 generations a day by GA. (2) To make constant speed of evolution of one day, the game system controls the number of iterations of GA evolution.
  • 82. Typical Agents in Digital Games (1)Morikawa-kun (SCE、1997年) (2)Astronoka (ENIX、1998年) (3)The Sims(EA, Maxis, 2000)
  • 83. The Sims(EA, Maxis, 2000) • The game is to observe a society of agents Ken Forbus, “Simulation and Modeling: Under the hood of The Sims” (NorthWerstern Univ) http://www.cs.northwestern.edu/%7Eforbus/c95-gd/lectures/The_Sims_Under_the_Hood_files/frame.htm Richard Evans, Modeling Individual Personalities in The Sims 3, GDC 2010 http://www.gdcvault.com/play/1012450/Modeling-Individual-Personalities-in-The
  • 84. The Sims 「Motif Engine」 • AI Character Engine Ken Forbus, “Simulation and Modeling: Under the hood of The Sims” (NorthWerstern University) http://www.cs.northwestern.edu/%7Eforbus/c95-gd/lectures/The_Sims_Under_the_Hood_files/frame.htm Data - Needs - Personality - Skills - Relationships Sloppy - Neat Shy - Outgoing Serious - Playful Lazy - Active Mean - Nice Physical - Hunger - Comfort - Hygiene - Bladder Mental - Energy - Fun - Social - Room Motive Engine Cooking Mechanical Logic Body Etc.
  • 85. Utility-based Agent • Principle = Maximize a modd Hunger +20 Comfort -12 Hygiene -30 Bladder -75 Energy +80 Fun +40 Social +10 Room - 60 Mood +18 - Urinate (+40 Bladder) - Clean (+30 Room) - Unclog (+40 Room) Mood +26 - Take Bath (+40 Hygiene) (+30 Comfort) - Clean (+20 Room) Mood +20 Bathtub Toilet Ken Forbus, “Simulation and Modeling: Under the hood of The Sims” (NorthWerstern大学、講義資料) http://www.cs.northwestern.edu/%7Eforbus/c95-gd/lectures/The_Sims_Under_the_Hood_files/frame.htm
  • 86. Mood calculation Mood = W_Hunger(X_Hunger) * X_Hunger + W_Engergy(X_Energy) * X_Energy + … -100 0 100 -100 0 100 -100 0 100 -100 0 100 -100 0 100 -100 0 100 W_Hunger W_Energy W_Comfort W_Fun W_Hygiene W_Social W_Bladder W_Room -100 0 100 -100 0 100 Ken Forbus, “Simulation and Modeling: Under the hood of The Sims” (NorthWerstern大学、講義資料) http://www.cs.northwestern.edu/%7Eforbus/c95-gd/lectures/The_Sims_Under_the_Hood_files/frame.htm
  • 88. Utility comparison and The law of diminishing marginal utility Hunger degree at -80 = W_Hunger(-80)*(-80) Hunger degree at 60 = W_Hunger(60)*(60) Δ = W_Hunger(60)*(60) - W_Hunger(-80)*(-80) Utility for hunger W_Hunger X_Hunger W_Hunger(-80) -80 60 W_Hunger(60) 90 W_Hunger(90)
  • 89. The law of diminishing marginal utility Δ(-80 → 60)=W_Hunger(60)*(60) - W_Hunger(-80)*(-80) Δ (60→90) =W_Hunger(90)*(90) - W_Hunger(60)*(60) Δ(-80 → 60) is much larger than Δ(60→90) Utility for hunger W_Hunger X_Hunger W_Hunger(-80) -80 60 W_Hunger(60) 90 W_Hunger(90)
  • 90. Contents • Chapter 1. Overview • Chapter 2. Meta-AI • Chapter 3. Meta-AI x ProceDural contents generation • Chapter 4. Character AI • Chapter 5. Character Behavior Learning • Chapter 6. Decision Making Algorithm • Chapter 7. Spatial AI • Chapter 8. Deep Learning • Chapter 9. Future of Game AI
  • 92. Intelligence World Environment World Effector・Body Sensor・ Body Memory Recog- nition Working Memory Small Memory Information Processing Abstraction of Information Decision making Body Control Effector・Body Motion Making Motion synthesis process body module Motion Synthesis Decision making Module Decision making Module Decision making Module
  • 93. Contents • Chapter 1. Overview • Chapter 2. Meta-AI • Chapter 3. Meta-AI x ProceDural contents generation • Chapter 4. Character AI • Chapter 5. Character Behavior Learning • Chapter 6. Decision Making Algorithm • Chapter 7. Spatial AI • Chapter 8. Deep Learning • Chapter 9. Future of Game AI
  • 95. Intelligence World Environment World Effector・Body Sensor・ Body Memory Recog- nition Working Memory Small Memory Information Processing Abstraction of Information Decision making Body Control Effector・Body Motion Making Motion synthesis process body module Motion Synthesis Decision making Module Decision making Module Decision making Module
  • 96. Decision Making Model State-based AI Goal-based AI Rule-based AI Behavior-based AI Usually decision-Making is a very complex process. But in artificial intelligence, there are some simple basic styles. Simulation-based AI Utility-based AI Task-based AI Decision Making Reactive Non-Reactive
  • 97. Decision Making Model State-based AI Goal-based AI Rule-based AI Behavior-based AI Usually decision-Making is a very complex process. But in artificial intelligence, there are some simple basic styles. Simulation-based AI Utility-based AI Task-based AI Decision Making Reactive Non-Reactive
  • 98. F.E.A.R Agent Architecture  Genre:Horror FPS  Developer: Monolith Production  Publisher : SIERRA  Hardware: Windows  Year: 2004 Agent Architecture Considerations for Real-Time Planning in Games (AIIDE 2005) http://web.media.mit.edu/~jorkin/AIIDE05_Orkin_Planning.ppt Sensors Working Memory Planner Blackboard Navigation Animation / Movement Targeting Weapons World World
  • 99. Planning by Chaining Example kSymbol_ TargetIsDead kSymbol_ TargetIsDead Attack kSymbol_ WeaponLoaded kSymbol_ WeaponLoaded Reload kSymbol_ WeaponArmed kSymbol_ WeaponArmed Pick up a weapon None Planner Planning Action Pools
  • 100. Replaning AI in F.E.A.R. Jeff Orkins, Three States and a Plan: The AI of FEAR http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf
  • 101. Decision Making Model State-based AI Goal-based AI Rule-based AI Behavior-based AI Decision Making is generally a very complex high-degree process. But for digital game there are 7 simple decision making algorithms. Simulation-based AI Utility-based AI 「(something)-based AI」means that an algorithm uses (something) as a unit. Task-based AI Decision Making
  • 102. State Machine State State State State Machine(Finite State Machine) AI’s instruction is described in a state, and changes in the world and AI are described in a transition condition. A state machine has a loop structure but does not have feedback dynamics.
  • 103. Hierarchical State Machine Two enemy characters are patrolling. One player comes to the room. AI character is described as Hierarchical Finite State Machine (HFSM).
  • 104. (Example) Quake HFSM http://ai-depot.com/FiniteStateMachines/FSM-Practical.html Monster’s FSM Spawn Idle Attack Die Melee Melee Smash Left Right Finish spawning Lost goal Located goal Zero health Zero health
  • 106. Watch Chase Chase Attack Attack Warning Command Ally Watch the exit Call an Ally Ally not found & Out of battle field Join with Ally Join with Ally Found Ally Lost enemy Found enemy Lost enemy Found enemy Patrol 10 sec. passed Hear a sound Ally Responds Transition Condition State Higher State Hierarchical State Machine
  • 107. Decision Making Model State-based AI Goal-based AI Rule-based AI Behavior-based AI Decision Making is generally a very complex high-degree process. But for digital game there are 7 simple decision making algorithms. Simulation-based AI Utility-based AI 「(something)-based AI」means that an algorithm uses (something) as a unit. Task-based AI Decision Making
  • 108. Behavior-based AI Behavior A behavior represent not an animation detail but a physical action.
  • 109. Behavior-based AI Behavior Behavior Decision-Making Behavior A behavior-based AI constructs its thinking by using some behaviors.
  • 110. (1) Hierarchical Structure of Box (2) Each box has some behaviors (3) Each box has one selection-rule (random, sequential, priority-order…) (4) Finally, one behavior is selected at end-of-tree. (5) Decision Making Behavior-based AI  Genre:SciFi-FPS  Developer: BUNGIE Studio  Publisher : Microsoft  Hardware: Xbox, Windows, Mac  Year: 2004 Behavior-Tree (has become very popular method .) Damian Isla (2005), Handling Complexity in the Halo 2 AI, GDC Proceedings., http://www.gamasutra.com/gdc2005/features/20050311/isla_01.shtml
  • 111. root Battle Retreat Idle Attack Hide Escape Block Stop Recover Trap Sleep Heal Arrow Sword Hind in wood Dig Hide behind object Magic Ice type Wind type Priority Priority Sequence Sequence Random Priority Random Priority Random Behavior (Leaf node) Layer Layer Selection Rule Selection Rule
  • 112. Decision Making Model State-based AI Goal-based AI Rule-based AI Behavior-based AI Decision Making is generally a very complex high-degree process. But for digital game there are 7 simple decision making algorithms. Simulation-based AI Utility-based AI 「(something)-based AI」means that an algorithm uses (something) as a unit. Task-based AI Decision Making
  • 113. State machine compared to Behavior tree • State machine= Steady control step by step • Behavior tree = Adapt behavior fluently We want to use both good points
  • 114. Contents • Chapter 1. Overview • Chapter 2. Meta-AI • Chapter 3. Meta-AI x ProceDural contents generation • Chapter 4. Character AI • Chapter 5. Character Behavior Learning • Chapter 6. Decision Making Algorithm • Chapter 7. Spatial AI • Chapter 8. Deep Learning • Chapter 9. Future of Game AI
  • 117. レベル Character AI Enemy character Player 情報獲得 Spatial AI Meta-AI Order Ask & Report ゲーム全体をコントロール Support query query 頭脳として機能 MCS-AI dynamic co- operative model Dynamic allocation of enemies Observing level in real-time Direction for agents Making progress of game Autonomous thinking Cooperation Team AI Preparing data to make Meta-AI and Character AI recognize the level Managing object representation Managing Navigation data Path-finding / Tactical point analysis
  • 119. Navigation Data Waypoint・Graph (Networked Graph with points) Navigation Mesh(Networked Graph with polygons) Walk-able フリー素材屋Hoshino http://www.s-hoshino.com/
  • 120. RTS demo RTS - Pathfinding A* https://www.youtube.com/watch?v=95aHGzzNCY8
  • 122. History of Tactical Point System • Tactical Position Picking Killzone (2005, Guerrilla) in Program • TPS (Tactical Point System) CRYENGINE (2010, CRYTEK) Tool & Runtime System • EQS(Environment Query System) UNREAL ENGINE 4 (2014, Epic games)Tool & Runtime System • PQS (Point Query System) FINAL FANTASY XV (2016, SQUARE ENIX)
  • 123. Point Query System A system to find a best positon - for a character’s ability - in a terrain - in real-time
  • 124. Point Query System principle Point distribution (Generation) distributing point around the objective (例)grid、circle Filtering Removing points not adjust for a purpose by a conditon (1) . . . Evaluation Evaluation for remained points and pick up one points with best score Filtering Removing points not adjust for a purpose by a conditon (2) Filtering Removing points not adjust for a purpose by a conditon (N)
  • 125. PQS (Point Query System) A bowman finds the best point (i) Game situation (ii) Generating points around it (iii) Filtering points with bad terrain (iv) Filtering points where it’s arrow can not reach (v) Filtering points around buddies (vi) Picking up one point with highest terrain
  • 127.
  • 128.
  • 129.
  • 130.
  • 131.
  • 132.
  • 133.
  • 134.
  • 135. Contents • Chapter 1. Overview • Chapter 2. Meta-AI • Chapter 3. Meta-AI x ProceDural contents generation • Chapter 4. Character AI • Chapter 5. Character Behavior Learning • Chapter 6. Decision Making Algorithm • Chapter 7. Spatial AI • Chapter 8. Deep Learning • Chapter 9. Future of Game AI
  • 136. Dota2 eSports OpenAI Five: Dota Gameplay https://www.youtube.com/watch?v=UZHTNBMAfAA 解説:『Dota 2』における人間側のチャンピオンチームとAIチームの戦い https://alienwarezone.jp/post/2316
  • 137. [参考論文] 「OpenAI」については以下を参考にしました。 OpenAI Five https://openai.com/projects/five/ Christopher Berner, et al.,“Dota 2 with Large Scale Deep Reinforcement Learning” https://arxiv.org/abs/1912.06680
  • 139. StarCraftのAI • Santiago Ontañon, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, et al.. • “A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft”. IEEE Transactions on Computational Intelligence and AI in games, IEEE Computational Intelligence Society, 2013, 5(4), pp.1-19. hal- 00871001 • https://hal.archives-ouvertes.fr/hal-00871001
  • 142. [参考文献] SC2LEについては以下の文献を参考にしました。 また図 7.8は以下の文献から引用しました。 Oriol Vinyals, et al., “StarCraft II: A New Challenge for Reinforcement Learning”, https://arxiv.org/abs/1708.04782 PySC2 - StarCraft II Learning Environment https://github.com/deepmind/pysc2
  • 143. StarCraft II API StarCraft II Binary PySC2 Agent アクション select_rect(p1, p2) or build_supply(p3) or … 観察 Resource Possible action Construction order Screen (Game Information) Minimap Reward -1/0/+1 SC2LE
  • 144. 評価値 Value Network Baseline features アクション・タイプ ディレイ ユニット選択 命令発行 ターゲット選択 Residual MLP MLP MLP Pointer Network Attention D 分散表現 MLP 分散表現 MLP 分散表現 MLP Embedding MLP コア Deep LSTM スカラー エンコーダー MLP エンティティ エンコーダー トランス フォーマー 空間 エンコーダー ResNet ゲーム パラメーター群 エンティティ ミニマップ
  • 152.
  • 154. ボードゲーム自動生成 [参考文献] Mark J. Nelson, “Bibliography: Encoding and generating videogame mechanics”, IEEE CIG 2012 tutorial https://www.kmjn.org/notes/generating_mechanics_bibliography.html Cameron Browne,“Evolutionary Game Design”, SpringerBriefs in Computer Science, 2011 Cameron Browne, Frederic Maire, “Evolutionary Game Design”, IEEE Transactions on Computational Intelligence and AI in Games ( Volume: 2, Issue: 1, March 2010)
  • 155. game Tic-Tac-Toe Players White Black board end All Win In-a-row 3 tiling Square i-nbors shape square size 3 3 [参考文献] Mark J. Nelson, “Bibliography: Encoding and generating videogame mechanics”, IEEE CIG 2012 tutorial https://www.kmjn.org/notes/generating_mechanics_bibliography.html Cameron Browne,“Evolutionary Game Design”, SpringerBriefs in Computer Science, 2011 Cameron Browne, Frederic Maire, “Evolutionary Game Design”, IEEE Transactions on Computational Intelligence and AI in Games ( Volume: 2, Issue: 1, March 2010)
  • 159. [参考文献] Mark J. Nelson, “Bibliography: Encoding and generating videogame mechanics”, IEEE CIG 2012 tutorial https://www.kmjn.org/notes/generating_mechanics_bibliography.html Cameron Browne,“Evolutionary Game Design”, SpringerBriefs in Computer Science, 2011 Cameron Browne, Frederic Maire, “Evolutionary Game Design”, IEEE Transactions on Computational Intelligence and AI in Games ( Volume: 2, Issue: 1, March 2010)
  • 161.
  • 162. Build = 1,11,46,Mine,8 Build = 1,11,48,Mine,16 Build = 1,11,47,Skyc,24 Build = 1,14,42,Turr,28 Build = 1,14,45,GrSl,100808 Build = 1,14,40,Turr,171184 Build = 1,9,47,Mine, 52 Build = 1,9,49,Mine, 60 Build = 1,12,44,RktL,100836 Build = 1,10,49,Drop,100812 Build = 1,13,45,RktL,100816 Build = 1,17,44,RktL,100820 Build = 1,10,45,Skyc,100824 Upgrade = 0,13,45,RktL,100820 Build = 0,11,46,Mine,8 Build = 0,11,48,Mine,16 Build = 0,11,47,Skyc,24 Build = 0,14,42,Turr,28 Build = 0,14,40,Turr,171184 Build = 0,9,47,Mine 52 Build = 0,9,47,Mine 60 Build = 0,15,45,GrSl,100808 Build = 0,10.,49,Drop,100812 Build = 0,13,45,RktL,100816 Build = 0,17,44,RktL,100820 Build = 0,10,45,Skyc,100824 Upgrade = 0,13,45,RktL,100816 Build = 0,17,49,Drop,100832
  • 164. Contents • Chapter 1. Overview • Chapter 2. Meta-AI • Chapter 3. Meta-AI x ProceDural contents generation • Chapter 4. Character AI • Chapter 5. Character Behavior Learning • Chapter 6. Decision Making Algorithm • Chapter 7. Spatial AI • Chapter 8. Deep Learning • Chapter 9. Future of Game AI
  • 165. City Control AI Road obeserbing AI Area Control AI Observing and Controlling AI For building Observing and Controlling AI For roads Observing and Controlling AI For Park Observing and Controlling AI For Human Command Report Command Report 監視 制御 Huma n Drone Robot Digital Avatar Human 監視 制御 監視 制御 監視 制御 監視 制御 協調 協調 Coope ration Coopera tion 監視 制御 監視 制御 監視 制御 City
  • 166. City Control AI Road obserbing AI Area Control AI Observing and Controlling AI For building Observing and Controlling AI For roads Observing and Controlling AI For Park Observing and Controlling AI For Human Command Report Command Report 監視 制御 Huma n Drone Robot Digital Avatar Human 監視 制御 監視 制御 監視 制御 監視 制御 協調 協調 Coope ration Coopera tion 監視 制御 監視 制御 監視 制御 City MetaAI Character AI Character AI Character AI Spatial AI