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AI in Gaming
Long Lin
Director of Engineering
Data & AI @ EA
lolin@ea.com
2
“At EA, we envision a future in which games go
even further beyond the immersive experiences
players enjoy today. I’m talking about games
that offer living, breathing worlds that
constantly evolve.”
- Ken Moss
AI Everywhere
Creating games:
• AI Agent & Simulation
• Animation
• AI-driven game balancing
• AI development tools
Operating games:
• Bad actor detection
• Content creation
• Player acquisition
Playing games:
• Personalization
• Mentors & Assistants
• Matchmakers
• Conversational interfaces
• Dynamic experiences
Not an exhaustive list
Games Have Been Instrumental to AI
● Crushing humans is not the only use-case of AI in games
● Can we create AI agents that play the games similar to humans do
● Can we leverage AI to benefit games
Gaming - Playground for AI
• Human Interaction
• All virtual - faster iteration
• Can be well scoped
• Relatively easy to generate and use the data
• States/Actions/Rewards are relatively clear
• Result is measurable, and can be visualized
AI Agents
Agents that learn to play the game with different goals
● NPC
● Simulation
● Exploration of game space
● Game design
● Game balancing
● Optimal solution
● Fast test and feedback loops
● Find defects
● Dev Build
● Fast Simulation
● Near-Realtime
Metrics
● Multiple agents
Designer Questions
● Is there a significant imbalance in
relationship categories?
● How many actions are needed to
progress in the careers?
● How do objects impact career
progress?
● How much impact did the build
changes actually make, and does
these change align with the
designer’s plan?
Markov Decision Process
Tuple (S, A, P, R)
● States: S
● Action: A
● State Dynamics/Simulator: P(S,A) → S’
● Reward: R
Learn a Policy: π(S) → A
*Randomness of Simulator and Policy
AI Agents Can be Difficult to Train
• Large state space
• Large action space
• Large number of steps in game episodes
• Reward sparse environments
• Simultaneous actions
• Multi-agent interaction
• Complex reward function and long term strategy
Luckily
• Better/cheaper computing power
• Distributed model - Computation, Data
• A lot of Data
• More mature AI libraries & frameworks
• Framebuffer vs Game state parameters, Joystick vs abstract actions
• Scope the problem - start with something simple
• Does not have to start from scratch - Demonstration & IL
Game Interface
Platform Game
Reinforcement Learning
Images by Stephane Ross
Calculate Reward
Initialize Policy Trials
Update Policy
(Deep) Reinforcement Learning
Learning from Rewards, Trials and Errors
Goal: Optimal solution (i.e., maximize cumulative reward)
Pros:
➔ Explore the world beyond
the skill of experts
➔ Superhuman game play
➔ Fast simulation/iteration
Cons:
➔ Complexity around Knowledge
representation for non-framebuffer
approach
➔ Algorithmic efficiency (time to converge,
might not converge) in transfer data to
policy depends on high efficient
representation of knowledge
Imitation Learning
Images by Stephane Ross
Expert Demonstration State/Action Pair Policy
(Deep) Imitation Learning
Learning from experts/players’s demonstration & feedback
Goal: Human-like behavior (i.e., minimize the difference between policy and the
demonstration)
Pros:
➔ Simple, efficient
➔ Works well when at state
space that has enough
demonstrations coverage
➔ Great at picking up styles
Cons:
➔ Limited state-space coverage of
the expert data, tend to over-fit
➔ Limited by the speed/scale
human player can generate data
➔ No long term planning
IL & RL
Images by Stephane Ross
Calculate Reward
Initialize Policy Trials
Update Policy
Expert
Demonstration
State/Action
Pair
Agent Training Workflow
Platform Game
● Training Environment
● Policy Storage
● Agent Management
● Agent Execution
● Data Pipeline
Looking Ahead
• State of Art Methodologies
• More Complex Environment
• Multi-Agent Interaction
• Distributed Training
Q&A

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Long Lin at AI Frontiers : AI in Gaming

  • 1. AI in Gaming Long Lin Director of Engineering Data & AI @ EA lolin@ea.com
  • 2. 2
  • 3.
  • 4. “At EA, we envision a future in which games go even further beyond the immersive experiences players enjoy today. I’m talking about games that offer living, breathing worlds that constantly evolve.” - Ken Moss
  • 5. AI Everywhere Creating games: • AI Agent & Simulation • Animation • AI-driven game balancing • AI development tools Operating games: • Bad actor detection • Content creation • Player acquisition Playing games: • Personalization • Mentors & Assistants • Matchmakers • Conversational interfaces • Dynamic experiences Not an exhaustive list
  • 6. Games Have Been Instrumental to AI ● Crushing humans is not the only use-case of AI in games ● Can we create AI agents that play the games similar to humans do ● Can we leverage AI to benefit games
  • 7. Gaming - Playground for AI • Human Interaction • All virtual - faster iteration • Can be well scoped • Relatively easy to generate and use the data • States/Actions/Rewards are relatively clear • Result is measurable, and can be visualized
  • 8. AI Agents Agents that learn to play the game with different goals ● NPC ● Simulation ● Exploration of game space ● Game design ● Game balancing ● Optimal solution ● Fast test and feedback loops ● Find defects
  • 9. ● Dev Build ● Fast Simulation ● Near-Realtime Metrics ● Multiple agents
  • 10. Designer Questions ● Is there a significant imbalance in relationship categories? ● How many actions are needed to progress in the careers? ● How do objects impact career progress? ● How much impact did the build changes actually make, and does these change align with the designer’s plan?
  • 11. Markov Decision Process Tuple (S, A, P, R) ● States: S ● Action: A ● State Dynamics/Simulator: P(S,A) → S’ ● Reward: R Learn a Policy: π(S) → A *Randomness of Simulator and Policy
  • 12. AI Agents Can be Difficult to Train • Large state space • Large action space • Large number of steps in game episodes • Reward sparse environments • Simultaneous actions • Multi-agent interaction • Complex reward function and long term strategy
  • 13. Luckily • Better/cheaper computing power • Distributed model - Computation, Data • A lot of Data • More mature AI libraries & frameworks • Framebuffer vs Game state parameters, Joystick vs abstract actions • Scope the problem - start with something simple • Does not have to start from scratch - Demonstration & IL
  • 15. Reinforcement Learning Images by Stephane Ross Calculate Reward Initialize Policy Trials Update Policy
  • 16. (Deep) Reinforcement Learning Learning from Rewards, Trials and Errors Goal: Optimal solution (i.e., maximize cumulative reward) Pros: ➔ Explore the world beyond the skill of experts ➔ Superhuman game play ➔ Fast simulation/iteration Cons: ➔ Complexity around Knowledge representation for non-framebuffer approach ➔ Algorithmic efficiency (time to converge, might not converge) in transfer data to policy depends on high efficient representation of knowledge
  • 17. Imitation Learning Images by Stephane Ross Expert Demonstration State/Action Pair Policy
  • 18. (Deep) Imitation Learning Learning from experts/players’s demonstration & feedback Goal: Human-like behavior (i.e., minimize the difference between policy and the demonstration) Pros: ➔ Simple, efficient ➔ Works well when at state space that has enough demonstrations coverage ➔ Great at picking up styles Cons: ➔ Limited state-space coverage of the expert data, tend to over-fit ➔ Limited by the speed/scale human player can generate data ➔ No long term planning
  • 19. IL & RL Images by Stephane Ross Calculate Reward Initialize Policy Trials Update Policy Expert Demonstration State/Action Pair
  • 20. Agent Training Workflow Platform Game ● Training Environment ● Policy Storage ● Agent Management ● Agent Execution ● Data Pipeline
  • 21. Looking Ahead • State of Art Methodologies • More Complex Environment • Multi-Agent Interaction • Distributed Training
  • 22. Q&A