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Advances in Game AI 
Luke Dicken 
@LukeD
Who Am I 
•Director of the International Game 
Developers Association 
•http://igda.org 
•Head of the IGDA Foundation 
•http://foundation.igda.org 
•Former PhD student in Game AI 
•Formerish gamedev and consultant in AI 
•Future Senior Data Scientist at Zynga SF
Recent Events
What is AI?
What is Game AI?
Destiny 
•3.2 million daily active users 
•$500 million total development cost 
•Mixed reviews 
•Personally, see this is as a very raw/distilled 
set of group challenges with loot. 
•But AI-wise, there’s very little of interest 
•Highlighted BECAUSE the AI is so poor
QuickTime™ and a 
decompressor 
are needed to see this picture.
Shadows of Mordor 
•Monolith Games and WB game 
•Lord of the Rings license 
•Very reminiscent of Arkham style Batman 
•Perhaps with a bit of Assassin’s Creed mixed in
QuickTime™ and a 
decompressor 
are needed to see this picture.
Why We Care 
•The melee portion of the game is interesting 
because of the way it is stage managed. 
•Divide the player’s local area into zones and 
control what NPCs are allowed into the 
zones 
•Technique became known as “Belgian AI” 
due to the diagrams being drawn to 
represent it
Belgian AI 
P1
Belgian AI 
P1
Belgian AI Mechanics 
•Each NPC is assigned a “weight” and grid 
has a carrying capacity 
•An NPC can only enter the grid provided 
carrying capacity exceeds that NPCs weight 
•When an NPC enters the grid, we subtract 
the weight from the carrying capacity 
•Provides a maximal load, independent of 
NPC type
More Belgian AI 
•We can also capture turn taking with this 
system. 
•Each NPC on the grid has an amount of 
“energy”, different attacks use up different 
amount of energy 
•When energy is depleted, step off the grid to 
allow others to take your place
Belgian AI 
P1
Further Belgian AI 
•We can use similar energy mechanics to 
prevent all NPCs on the grid from making 
heavy attacks all at once 
•Player is expected to be moving around, not 
statically mashing 1-0 keys 
•NPCs that end up within the grid should be 
allowed attacks of opportunity, not forced to move 
outside the edges of the “arena”.
QuickTime™ and a 
decompressor 
are needed to see this picture.
The Best Bit of SoM
What’s Involved in Nemesis?
Metagame 
Duels and Power Struggles
QuickTime™ and a 
AVC Coding decompressor 
are needed to see this picture.
Metagame 
Memory of Past Encounters
QuickTime™ and a 
decompressor 
are needed to see this picture.
Ingame 
Profile-based combat
QuickTime™ and a 
decompressor 
are needed to see this picture.
Metagame to Ingame 
Power Rating == Combat Level
Assets!
The Secret of Barks
Advanced AI in Games 
•Great “AI” usually isn’t 
•Good enough is often good enough 
•But we need to do better!
Challenges of Game AI
Limited Computation
Managing Frustration
Maintaining Immersion
My PhD Research 
•Bridging the gap between Reactive and 
Deliberative AI systems 
•Leveraging the resources available during 
development 
•The Integrated Influence Architecture was 
the outcome 
•Makes short-term decisions in the context of long-term 
objectives 
•Aim is to design good NPC companion 
characters
Game AI Beyond NPCs 
•Scenario Management 
•Content Creation 
•Storytelling
Final Thoughts 
•Game AI is a strange field 
•“Advances” are more about finding ways to do 
clever things with existing technology 
•Less about adopting or inventing new approaches 
•Compared to traditional AI, its a much more 
difficult problem 
•How do you optimise “fun”? 
•There’s significantly fewer resources 
available than in many other AI scenarios
Contact 
•@LukeD 
•luke@lukedicken.com 
•http://lukedicken.com

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Advances in Game AI

  • 1. Advances in Game AI Luke Dicken @LukeD
  • 2. Who Am I •Director of the International Game Developers Association •http://igda.org •Head of the IGDA Foundation •http://foundation.igda.org •Former PhD student in Game AI •Formerish gamedev and consultant in AI •Future Senior Data Scientist at Zynga SF
  • 6.
  • 7. Destiny •3.2 million daily active users •$500 million total development cost •Mixed reviews •Personally, see this is as a very raw/distilled set of group challenges with loot. •But AI-wise, there’s very little of interest •Highlighted BECAUSE the AI is so poor
  • 8. QuickTime™ and a decompressor are needed to see this picture.
  • 9. Shadows of Mordor •Monolith Games and WB game •Lord of the Rings license •Very reminiscent of Arkham style Batman •Perhaps with a bit of Assassin’s Creed mixed in
  • 10. QuickTime™ and a decompressor are needed to see this picture.
  • 11. Why We Care •The melee portion of the game is interesting because of the way it is stage managed. •Divide the player’s local area into zones and control what NPCs are allowed into the zones •Technique became known as “Belgian AI” due to the diagrams being drawn to represent it
  • 14. Belgian AI Mechanics •Each NPC is assigned a “weight” and grid has a carrying capacity •An NPC can only enter the grid provided carrying capacity exceeds that NPCs weight •When an NPC enters the grid, we subtract the weight from the carrying capacity •Provides a maximal load, independent of NPC type
  • 15. More Belgian AI •We can also capture turn taking with this system. •Each NPC on the grid has an amount of “energy”, different attacks use up different amount of energy •When energy is depleted, step off the grid to allow others to take your place
  • 17. Further Belgian AI •We can use similar energy mechanics to prevent all NPCs on the grid from making heavy attacks all at once •Player is expected to be moving around, not statically mashing 1-0 keys •NPCs that end up within the grid should be allowed attacks of opportunity, not forced to move outside the edges of the “arena”.
  • 18. QuickTime™ and a decompressor are needed to see this picture.
  • 19. The Best Bit of SoM
  • 21. Metagame Duels and Power Struggles
  • 22. QuickTime™ and a AVC Coding decompressor are needed to see this picture.
  • 23. Metagame Memory of Past Encounters
  • 24. QuickTime™ and a decompressor are needed to see this picture.
  • 26. QuickTime™ and a decompressor are needed to see this picture.
  • 27. Metagame to Ingame Power Rating == Combat Level
  • 29. The Secret of Barks
  • 30. Advanced AI in Games •Great “AI” usually isn’t •Good enough is often good enough •But we need to do better!
  • 35. My PhD Research •Bridging the gap between Reactive and Deliberative AI systems •Leveraging the resources available during development •The Integrated Influence Architecture was the outcome •Makes short-term decisions in the context of long-term objectives •Aim is to design good NPC companion characters
  • 36. Game AI Beyond NPCs •Scenario Management •Content Creation •Storytelling
  • 37. Final Thoughts •Game AI is a strange field •“Advances” are more about finding ways to do clever things with existing technology •Less about adopting or inventing new approaches •Compared to traditional AI, its a much more difficult problem •How do you optimise “fun”? •There’s significantly fewer resources available than in many other AI scenarios
  • 38. Contact •@LukeD •luke@lukedicken.com •http://lukedicken.com

Notas del editor

  1. AI is the applied science of decisions - applied Game Theory Any time a computer has to make a decision, it is using “AI” to do that.It doesn’t necessarily make the best decisionsBut neither do peopleIf it is using good AI, it will make good decisionsBut whether the decisions are good is not whether it is AI or not