SlideShare una empresa de Scribd logo
1 de 56
Artificial Intelligence in Video Games 
A Love Story 
Damián Isla, Co-Founder / Tech / The Molasses Flood
Today 
 What is [Game] A.I.? 
 Plus: A Couple Fundamental Truths 
 Where does A.I. Live? 
 Further Thoughts
WHAT IS [GAME] A.I.?
A.I. = Artificial Intelligence 
Generally 
 Make computers smart (primary) 
 Make computers think like humans (secondary)
Early A.I. 
“Within a generation ... the problem of creating 
'artificial intelligence' will substantially be solved.” 
- Marvin Minsky 
“Machines will be capable, within twenty years, of 
doing any work a man can do.” 
- Herbert Simon 
1967 
1965
Fundamental Truth: 
The hard stuff is easy, and the easy stuff is hard
Today AI 
Vision 
Robotics 
/ Control 
Machine 
Learning 
Data 
Mining 
NLP 
Planning 
Applied Statistics
But What is Game A.I.?
Point 1 
AI is about making computers smart. 
Game AI is about making computers fun. 
Smart is often not fun. 
Fun is often not smart.
Point 2 
Game AI is tightly interwoven with Game Design 
AI is the gameplay. 
1. AI coders need great design intuition, OR 
2. Designers need to be able to code, OR 
3. We need great tools for designers to express 
behavior
Point 3 
Game AI benefits from lots and lots of content. 
If it looks and moves right, players think it’s smart. 
If it looks or moves wrong, players think it’s dumb.
Fundamental Truth: 
The hard stuff is easy, and the easy stuff is hard
Fundamental Truth: 
90% of the effort is spent on the “easy” stuff.
WHERE DOES A.I. LIVE?
1 Character
Adversaries 
Halo 2 
Bungie/Microsoft 
Pac Man 
Namco 
Alien: Isolation 
The Creative Assembly
Adversaries 
 Workable 
 Designer and engineer can author and maintain lots of “A.I. 
content”. 
 Coherent 
 A.I. seems alive 
 Focused attention, priorities 
 Transparent 
 player can explain and interpret actions 
 player can predict
Third 
Eye 
Crime 
Moonshot 
Games 
http://youtu.be/BdH3eC_ZfIs
Companions 
Half-Life 2 
Valve 
Bioshock: Infinite 
Irrational Games / 2K 
Last Of Us 
Naughty Dog
http://youtu.be/2viudg2jsE8?t=10m46s 
Bioshock: Infinite 
Irrational Games / 2K
1 Character 
2 Squad
Squads 
FIFA 13 
EA Sports 
Brothers in Arms: Hell’s Highway 
Gearbox
Player Approach 
Generator 1 Generator 2
Player Approach 
Generator 1 Generator 2
http://youtu.be/vMvbiqkAxO4 
Halo 3 
Bungie/Microsoft
1 Character 
2 Squad 
3 Crowd
Crowds 
Assassin’s Creed: Unity 
Ubisoft 
Grand Theft Auto V 
RockstarGames
Crowds 
http://youtu.be/pqBSNAOsMDc 
Aggregate Dynamics for Dense Crowd Simulation 
Narain et al. University of North Carolina at Chapel Hill
1 Character 
2 Squad 
3 Crowd 
4 Strategy
Strategy 
Total War: Rome II 
Introversion 
StarCraft II 
Blizzard
Strategy
1 Character 
2 Squad 
3 Crowd 
4 Strategy 
5 Societies
Societies 
SimCity 2013 
Maxis / EA 
Civilization V 
Firaxis
Societies 
Civilization IV 
Firaxis
1 Character 
2 Squad 
3 Crowd 
4 Strategy 
5 Societies 
6 Player Modeling
Player Modeling 
Forza 5 
Turn 10 Studios / Microsoft 
This is Football 
Sony
Player Modeling
Player Modeling
1 Character 
2 Squad 
3 Crowd 
4 Strategy 
5 Societies 
6 Player Modeling 
7 Procedural Generation
Procedural Generation 
Minecraft 
Mojang 
No Man’s Sky 
Hello Games
http://youtu.be/SwSUpFovMTg 
The Flame in the Flood 
The Molasses Flood
Procedural Narrative 
<Versu> 
Façade 
Michael Mateas and Andrew Stern 
Versu 
Little Text People
1 Character 
2 Squad 
3 Crowd 
4 Strategy 
5 Societies 
6 Player Modeling 
7 Procedural Generation 
8 Analytics & Big Data
Analytics & Big Data 
League of Legends 
Riot Games 
Farmville 
Zynga
Analytics & Big Data 
League of Legends 
(Oct 2013) 
 32.5 Million daily 
 1.3 Billion hours played 
per month 
Farmville 2 
(Dec 2012) 
 40 Million Monthly 
 8 Million Daily
Analytics & Big Data 
 A/B Testing 
 Log /Transcript Analysis 
 Population Clustering / Segmentation 
 etc.
CONCLUSIONS
Why I Do This 
AI is Applied Research 
Wide variety of challenges 
Central to the player experience
History Repeats Itself 
Game AI is recapitulating Academic AI 
The Field is Fragmenting 
Incorporating more statistical techniques
Questions? 
Damian Isla 
@damian_isla

Más contenido relacionado

La actualidad más candente

How psychology helps design better games (nasscom gdc 2013)
How psychology helps design better games (nasscom gdc 2013)How psychology helps design better games (nasscom gdc 2013)
How psychology helps design better games (nasscom gdc 2013)Pour Le Jeu PLJ
 
Artificial intelligence and video games
Artificial intelligence and video gamesArtificial intelligence and video games
Artificial intelligence and video gamesSimple_Harsh
 
Indie Games to Look Out For at 2015
Indie Games to Look Out For at 2015Indie Games to Look Out For at 2015
Indie Games to Look Out For at 2015shilpaverm
 
Gaming project for blog.
Gaming project for blog.Gaming project for blog.
Gaming project for blog.iteclearners
 
Kings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UXKings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UXDori Adar
 
Computer Games Development Chapter 1
Computer Games Development Chapter 1Computer Games Development Chapter 1
Computer Games Development Chapter 1Umair Shafique
 
Erica ruyle gaming - 2011
Erica ruyle   gaming - 2011Erica ruyle   gaming - 2011
Erica ruyle gaming - 2011Ray Poynter
 
10 tips on how to make a casual game of success for the iPhone and Android.
10 tips on how to make a casual game of success for the iPhone and Android.10 tips on how to make a casual game of success for the iPhone and Android.
10 tips on how to make a casual game of success for the iPhone and Android.Rafael Rodrigues
 
July 2010 Game Deconstruction Group - Red Dead Redemption
July 2010 Game Deconstruction Group - Red Dead RedemptionJuly 2010 Game Deconstruction Group - Red Dead Redemption
July 2010 Game Deconstruction Group - Red Dead RedemptionJosh Green
 
Artificial intelligence In Modern-Games.
Artificial intelligence In Modern-Games. Artificial intelligence In Modern-Games.
Artificial intelligence In Modern-Games. Nitish Kavishetti
 
Aft733 cinematic game art part 1
Aft733  cinematic game art part 1Aft733  cinematic game art part 1
Aft733 cinematic game art part 1Durgesh Pandey
 
Evolution of computers
Evolution of computersEvolution of computers
Evolution of computersJaffrey Joy
 
Artificial intelligence in gaming.
Artificial intelligence in gaming.Artificial intelligence in gaming.
Artificial intelligence in gaming.Rishikese MR
 
Video Game HUDs - Information Presentation and Spatial Immersion
Video Game HUDs - Information Presentation and Spatial ImmersionVideo Game HUDs - Information Presentation and Spatial Immersion
Video Game HUDs - Information Presentation and Spatial ImmersionJames Babu
 
Task 1
Task 1Task 1
Task 1no1995
 
Understanding Computer Games Industry Week 1
Understanding Computer Games Industry Week 1Understanding Computer Games Industry Week 1
Understanding Computer Games Industry Week 1electricgeisha
 
A Journey at The Heart of Game Design
A Journey at The Heart of Game DesignA Journey at The Heart of Game Design
A Journey at The Heart of Game DesignPier Luca Lanzi
 

La actualidad más candente (20)

Pubg topic
Pubg topicPubg topic
Pubg topic
 
How psychology helps design better games (nasscom gdc 2013)
How psychology helps design better games (nasscom gdc 2013)How psychology helps design better games (nasscom gdc 2013)
How psychology helps design better games (nasscom gdc 2013)
 
Artificial intelligence and video games
Artificial intelligence and video gamesArtificial intelligence and video games
Artificial intelligence and video games
 
Indie Games to Look Out For at 2015
Indie Games to Look Out For at 2015Indie Games to Look Out For at 2015
Indie Games to Look Out For at 2015
 
Video games
Video gamesVideo games
Video games
 
Game Playing
Game Playing Game Playing
Game Playing
 
Gaming project for blog.
Gaming project for blog.Gaming project for blog.
Gaming project for blog.
 
Kings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UXKings of Engagement: How Gaming Changed the World of UX
Kings of Engagement: How Gaming Changed the World of UX
 
Computer Games Development Chapter 1
Computer Games Development Chapter 1Computer Games Development Chapter 1
Computer Games Development Chapter 1
 
Erica ruyle gaming - 2011
Erica ruyle   gaming - 2011Erica ruyle   gaming - 2011
Erica ruyle gaming - 2011
 
10 tips on how to make a casual game of success for the iPhone and Android.
10 tips on how to make a casual game of success for the iPhone and Android.10 tips on how to make a casual game of success for the iPhone and Android.
10 tips on how to make a casual game of success for the iPhone and Android.
 
July 2010 Game Deconstruction Group - Red Dead Redemption
July 2010 Game Deconstruction Group - Red Dead RedemptionJuly 2010 Game Deconstruction Group - Red Dead Redemption
July 2010 Game Deconstruction Group - Red Dead Redemption
 
Artificial intelligence In Modern-Games.
Artificial intelligence In Modern-Games. Artificial intelligence In Modern-Games.
Artificial intelligence In Modern-Games.
 
Aft733 cinematic game art part 1
Aft733  cinematic game art part 1Aft733  cinematic game art part 1
Aft733 cinematic game art part 1
 
Evolution of computers
Evolution of computersEvolution of computers
Evolution of computers
 
Artificial intelligence in gaming.
Artificial intelligence in gaming.Artificial intelligence in gaming.
Artificial intelligence in gaming.
 
Video Game HUDs - Information Presentation and Spatial Immersion
Video Game HUDs - Information Presentation and Spatial ImmersionVideo Game HUDs - Information Presentation and Spatial Immersion
Video Game HUDs - Information Presentation and Spatial Immersion
 
Task 1
Task 1Task 1
Task 1
 
Understanding Computer Games Industry Week 1
Understanding Computer Games Industry Week 1Understanding Computer Games Industry Week 1
Understanding Computer Games Industry Week 1
 
A Journey at The Heart of Game Design
A Journey at The Heart of Game DesignA Journey at The Heart of Game Design
A Journey at The Heart of Game Design
 

Destacado

Artificial Intelligence in Gaming
Artificial Intelligence in GamingArtificial Intelligence in Gaming
Artificial Intelligence in GamingSatvik J
 
Kinosternon subrubrum
Kinosternon subrubrumKinosternon subrubrum
Kinosternon subrubrumeskakornik
 
Dojrzalosc szkolna
Dojrzalosc szkolnaDojrzalosc szkolna
Dojrzalosc szkolnasp3ziel
 
Standardy obsługi w Polsce - wyniki badania jakości obsługi
Standardy obsługi w Polsce - wyniki badania jakości obsługiStandardy obsługi w Polsce - wyniki badania jakości obsługi
Standardy obsługi w Polsce - wyniki badania jakości obsługiPolski Program Jakość Obsługi
 
Autoprezentacja w procesie rekrutacji i selekcji zawodowe rozdział 1
Autoprezentacja w procesie rekrutacji i selekcji zawodowe rozdział 1Autoprezentacja w procesie rekrutacji i selekcji zawodowe rozdział 1
Autoprezentacja w procesie rekrutacji i selekcji zawodowe rozdział 1ulusokolowska
 
Game playing in artificial intelligent technique
Game playing in artificial intelligent technique Game playing in artificial intelligent technique
Game playing in artificial intelligent technique syeda zoya mehdi
 
Game Playing in Artificial Intelligence
Game Playing in Artificial IntelligenceGame Playing in Artificial Intelligence
Game Playing in Artificial Intelligencelordmwesh
 
Artificial Intelligence
Artificial IntelligenceArtificial Intelligence
Artificial Intelligenceu053675
 

Destacado (11)

Artificial Intelligence in Gaming
Artificial Intelligence in GamingArtificial Intelligence in Gaming
Artificial Intelligence in Gaming
 
Kinosternon subrubrum
Kinosternon subrubrumKinosternon subrubrum
Kinosternon subrubrum
 
Z4.02
Z4.02Z4.02
Z4.02
 
Dojrzalosc szkolna
Dojrzalosc szkolnaDojrzalosc szkolna
Dojrzalosc szkolna
 
Raport z badania ankietowego
Raport z badania ankietowegoRaport z badania ankietowego
Raport z badania ankietowego
 
Standardy obsługi w Polsce - wyniki badania jakości obsługi
Standardy obsługi w Polsce - wyniki badania jakości obsługiStandardy obsługi w Polsce - wyniki badania jakości obsługi
Standardy obsługi w Polsce - wyniki badania jakości obsługi
 
Autoprezentacja w procesie rekrutacji i selekcji zawodowe rozdział 1
Autoprezentacja w procesie rekrutacji i selekcji zawodowe rozdział 1Autoprezentacja w procesie rekrutacji i selekcji zawodowe rozdział 1
Autoprezentacja w procesie rekrutacji i selekcji zawodowe rozdział 1
 
Game playing in artificial intelligent technique
Game playing in artificial intelligent technique Game playing in artificial intelligent technique
Game playing in artificial intelligent technique
 
Game Playing in Artificial Intelligence
Game Playing in Artificial IntelligenceGame Playing in Artificial Intelligence
Game Playing in Artificial Intelligence
 
Artificial Intelligence
Artificial IntelligenceArtificial Intelligence
Artificial Intelligence
 
Artificial Intelligence
Artificial IntelligenceArtificial Intelligence
Artificial Intelligence
 

Similar a Artificial Intelligence in Video Games: A Love Story

Is this the end of the e sport
Is this the end of the e sportIs this the end of the e sport
Is this the end of the e sportThierry Dion Fajal
 
AIES 2021 Keynote lecture
AIES 2021 Keynote lecture AIES 2021 Keynote lecture
AIES 2021 Keynote lecture Youichiro Miyake
 
Artificial Intelligence In Video Games A Survey Written By
Artificial Intelligence In Video Games  A Survey Written ByArtificial Intelligence In Video Games  A Survey Written By
Artificial Intelligence In Video Games A Survey Written ByKayla Smith
 
10 Reasons Why Every UX/Product/Designer Must Play Games
10 Reasons Why Every UX/Product/Designer Must Play Games10 Reasons Why Every UX/Product/Designer Must Play Games
10 Reasons Why Every UX/Product/Designer Must Play GamesDori Adar
 
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
 
10. Fundamental AI Technologies
10. Fundamental AI Technologies10. Fundamental AI Technologies
10. Fundamental AI TechnologiesAmin Babadi
 
Understanding casual games
Understanding casual gamesUnderstanding casual games
Understanding casual gamesDori Adar
 
20131105 concepts of game design
20131105 concepts of game design20131105 concepts of game design
20131105 concepts of game designChristina Hsu
 
Ai presentation (1) 2
Ai presentation (1) 2Ai presentation (1) 2
Ai presentation (1) 2Josh Matthews
 
Ai presentation (1) 2
Ai presentation (1) 2Ai presentation (1) 2
Ai presentation (1) 2Josh Matthews
 
Last Day of Work-Presentation
Last Day of Work-PresentationLast Day of Work-Presentation
Last Day of Work-PresentationNicolò Borghi
 
Everything about Social Games
Everything about Social GamesEverything about Social Games
Everything about Social GamesCharles Pyo
 
Videogames: Raising Interactive Digital Entertainment Industry
Videogames: Raising Interactive Digital Entertainment IndustryVideogames: Raising Interactive Digital Entertainment Industry
Videogames: Raising Interactive Digital Entertainment IndustryMarlin Sugama
 
Gaming industry part 1 - introduction
Gaming industry  part 1 - introductionGaming industry  part 1 - introduction
Gaming industry part 1 - introductionMotaz Agamawi
 

Similar a Artificial Intelligence in Video Games: A Love Story (20)

Is this the end of the e sport
Is this the end of the e sportIs this the end of the e sport
Is this the end of the e sport
 
AIES 2021 Keynote lecture
AIES 2021 Keynote lecture AIES 2021 Keynote lecture
AIES 2021 Keynote lecture
 
Accidental Gamers
Accidental GamersAccidental Gamers
Accidental Gamers
 
Artificial Intelligence In Video Games A Survey Written By
Artificial Intelligence In Video Games  A Survey Written ByArtificial Intelligence In Video Games  A Survey Written By
Artificial Intelligence In Video Games A Survey Written By
 
10 Reasons Why Every UX/Product/Designer Must Play Games
10 Reasons Why Every UX/Product/Designer Must Play Games10 Reasons Why Every UX/Product/Designer Must Play Games
10 Reasons Why Every UX/Product/Designer Must Play Games
 
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)
 
L21 Games and Gamification
L21 Games and GamificationL21 Games and Gamification
L21 Games and Gamification
 
Video Game Report
Video Game ReportVideo Game Report
Video Game Report
 
L22 Games and Gamification
L22 Games and GamificationL22 Games and Gamification
L22 Games and Gamification
 
10. Fundamental AI Technologies
10. Fundamental AI Technologies10. Fundamental AI Technologies
10. Fundamental AI Technologies
 
Understanding casual games
Understanding casual gamesUnderstanding casual games
Understanding casual games
 
20131105 concepts of game design
20131105 concepts of game design20131105 concepts of game design
20131105 concepts of game design
 
Game devprez
Game devprezGame devprez
Game devprez
 
Ai presentation (1) 2
Ai presentation (1) 2Ai presentation (1) 2
Ai presentation (1) 2
 
Ai presentation (1) 2
Ai presentation (1) 2Ai presentation (1) 2
Ai presentation (1) 2
 
Introducing flash
Introducing flashIntroducing flash
Introducing flash
 
Last Day of Work-Presentation
Last Day of Work-PresentationLast Day of Work-Presentation
Last Day of Work-Presentation
 
Everything about Social Games
Everything about Social GamesEverything about Social Games
Everything about Social Games
 
Videogames: Raising Interactive Digital Entertainment Industry
Videogames: Raising Interactive Digital Entertainment IndustryVideogames: Raising Interactive Digital Entertainment Industry
Videogames: Raising Interactive Digital Entertainment Industry
 
Gaming industry part 1 - introduction
Gaming industry  part 1 - introductionGaming industry  part 1 - introduction
Gaming industry part 1 - introduction
 

Último

Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
Tech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdfTech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdfhans926745
 
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfBoost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfsudhanshuwaghmare1
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processorsdebabhi2
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Miguel Araújo
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonAnna Loughnan Colquhoun
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationMichael W. Hawkins
 
Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024The Digital Insurer
 
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
 
Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...apidays
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdfhans926745
 
GenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdfGenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdflior mazor
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationSafe Software
 
Developing An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of BrazilDeveloping An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of BrazilV3cube
 
🐬 The future of MySQL is Postgres 🐘
🐬  The future of MySQL is Postgres   🐘🐬  The future of MySQL is Postgres   🐘
🐬 The future of MySQL is Postgres 🐘RTylerCroy
 
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
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)Gabriella Davis
 

Último (20)

Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
Bajaj Allianz Life Insurance Company - Insurer Innovation Award 2024
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
 
Tech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdfTech Trends Report 2024 Future Today Institute.pdf
Tech Trends Report 2024 Future Today Institute.pdf
 
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
 
Boost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdfBoost Fertility New Invention Ups Success Rates.pdf
Boost Fertility New Invention Ups Success Rates.pdf
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processors
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
 
GenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day PresentationGenCyber Cyber Security Day Presentation
GenCyber Cyber Security Day Presentation
 
Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024Partners Life - Insurer Innovation Award 2024
Partners Life - Insurer Innovation Award 2024
 
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
 
Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...
 
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf
 
GenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdfGenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdf
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
 
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time AutomationFrom Event to Action: Accelerate Your Decision Making with Real-Time Automation
From Event to Action: Accelerate Your Decision Making with Real-Time Automation
 
Developing An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of BrazilDeveloping An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of Brazil
 
🐬 The future of MySQL is Postgres 🐘
🐬  The future of MySQL is Postgres   🐘🐬  The future of MySQL is Postgres   🐘
🐬 The future of MySQL is Postgres 🐘
 
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
 
A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)A Domino Admins Adventures (Engage 2024)
A Domino Admins Adventures (Engage 2024)
 

Artificial Intelligence in Video Games: A Love Story

Notas del editor

  1. I’m here today to talk about AI. Why is this an interesting to talk about? Because, I’m going to argue, AI is playing a more and more important role in game design and development. Increasingly it is AI that makes great games great!
  2. Here are some of the games I’ve worked on. I’ve worked on some aspect of the AI of all of them. Most recently, I was the project lead on a game called Third Eye Crime (released 5/14 for iOS) that was explicitly designed as an AI-based game.
  3. Recently I started a new company with some ex-Irrational (Bioshock) developers, named The Flame in the Flood.
  4. We’re working on a new game called The Flame in the Flood, which was successfully Kickstarted earlier this year (in November ‘14). This game too has a some very interesting AI behind it. But we’ll get to that presently.
  5. Here’s the agenda for today.
  6. Early AI was characterized by a great interest in common sense and human psychology. Also by great optimism. Quotes like Herbert Simon’s are quite inspirational, until you realize that he said it half a century ago.
  7. What those early AI researchers ran into was what I call the central fundamental truth of AI, which is that the stuff that looks easy turns out to be hard, and the stuff that appears to be hard turns out actually rather easy. The best illustration of this is this scene from 2001: A Space Odyssey. Audiences saw this scene and thought to themselves “Wow! That computer is smart, it’s playing chess!” But in fact even at the time, chess was a well-understood, largely solved problem. What the audience SHOULD have thought was “Wow! That computer is smart! It knows how to understand and speak a natural human language and engage in a conversation!” That’s something we still can’t do. And we’re not particularly close.
  8. What happened to AI, very generally, in the years since that early optimism, is that the field broke up into many many different subfields, as this general, vague notion of “intelligence” got gradually broken down into it’s constituent parts, reflecting the new understanding that “intelligence” is not one monolithic capability, but thousands of tiny ones. Today, many of the places where the greatest strides are being made are in application areas that make extensive use of what are, at base, statistics techniques. Game AI is not yet making much use of these techniques – but they will!
  9. So what about Game AI?
  10. If we talked about “Game AI” in the early days, we’d be talking about something like Chess. As an extremely discrete game of “complete information” (i.e. no aspect of the state of the game is hidden from either player) Chess leant itself well to the techniques of early AI.
  11. But it didn’t take long to get to Pac Man. I see Pac Man as the beginning of Video Game AI. After all, each of the four ghosts have their own rules for how they chase the player down within the maze. It is the combination of their behaviors that makes the game, and makes it fun. Without the ghosts as hostile NPCs, there would be no gameplay at all.
  12. I’m going to make 3 points about what I think makes game AI unique. Point 1: whereas traditional AI might be about make computers smart, game AI is about making them fun. Now smart is often not fun – imagine a chess game that is so good that it never lets you win (no fun!) Conversely, it is fun to be “not smart”, allowing by design NPCs to make mistakes that the player can learn to recognize and exploit.
  13. Point 2: Game AI is inseparable from Game design. Most of the time, the AI IS the gameplay. That does lead to questions about who should be the ones on a development team who authors AI, coders or designers? It remains a point of interesting debate within the industry whether it should be coders with great design sense, designers with coding ability or some sophisticated system or tool that tries to mediate between the two. Reality will ultimately be combination of the three.
  14. Point 3: this is really a point about presentation. The AI has to present well, and express as clearly as possible to the player all the interesting things that are going on beneath the hood, otherwise the AI does not end up feeling like a living thing. Usually this requires a huge amount of content, in the form of lots of animations, lots of dialog, lots of metadata marking up the world, etc.
  15. Ultimately we too face this dilemma.
  16. For us, the form this usually takes is that we end up, on almost any project, spending 90% of our time on the “easy” stuff, the stuff the player will never notice. Things like pathfinding. The essentials of pathfinding have been known for 40 years. So why do we still spend so much time on it? Because our worlds keep getting bigger, more dynamic, and overall more complex. So the bar keeps getting raised.
  17. Where do we actually find AI in games?
  18. The answer is “in all kinds of places.” What I’m going to do in this section of the talk is present a breakdown many of the places where AI can exist in games. And we’re going to go from the small scale to the large. So we start with the AI within a single character.
  19. Even at the character level there is an important distinction to draw, between adversaries and allies. As in Pac Man, adversarial AI ARE the gameplay. Without their opposition to the player, there would be no game.
  20. When talking about adversarial AI, I often talk about three primary requirements. Workability: these AI represent in most cases a LOT of content and behavior. So they have to be workable for the AI coders and designers. If behavior or gameplay needs to be tweaked, it needs to be tweakable in a clean way. Coherence: we’re generally trying to make these NPCs feel alive, and that requires them to have coherent goals, pay attention to the important things that are happening in the world. Observe the right priorities. Avoid “dithering” (quickly flipping back and forth between two options, which looks incredibly robotic and immediately breaks the illusion of life). Above all transparency: these AI are ultimately GAME MECHANICS, and as game mechanics, we need the player to develop an intuition for the decisions they are making under the hood and why they are making them. And once that intuition is developed the player needs to be able to predict the AI’s decisions: “if I want the AI to do X, that means I should do Y.” That is the “player agency” at the heart of gameplay, that turns “a series of random attempts” into “a series of interesting choices” (Sid Meier’s famous definition of “game”).
  21. Here’s an extreme example of “transparency”. In my game Third Eye Crime, we actually give the player telepathy. The red glow in the video above, represents the AI’s beliefs about where the player is. If you avoid the red glow, you don’t get seen. Thus the AI is extremely transparent – you know, as a player, that it is always going towards the highest concentration of red.
  22. Now, ally AI, or companion AI. This is a hot topic. Two of the most lauded recent companion AIs are from 2013 (Elizabeth from Bioshock: Infinite and Ellie from Last of Us). Companions (with only a few notable exceptions) do not represent the core gameplay mechanics of the game, rather they represent the core storytelling mechanic and information- and emotion- and tone-conveyance mechanic. Because the player is often meant to form a relationship with them, they need to be charming, helpful, sympathetic, emotive, and not get in the way. All are incredibly difficult to achieve, and they are as often achieved through great art and appealing character design as through any particularly AI. The danger of acting stupid is particularly great with companions – it’s one thing if your enemy does something stupid and you get to take advantage of it. It’s another if a character that is meant to be helping you consistently messes up and/or gets in the way, and / or behaves in a non-human manner.
  23. Here’s a scene from Bioshock: Infinite with Elizabeth transitioning smoothly between several tightly- and loosely-scripted sequences.
  24. Level 2 is the squad level: controlling small groups of characters to act as a coordinated team. Typically the hard part here is making decisions and acting as a group while also maintaining the reactivity and coherence of an individual. Kind of like with people, balancing group versus individual needs can be tricky.
  25. Some examples: sports games in which teams have to work together, or military sims, when squads have to maneuver together intelligently.
  26. In the Halo games, squads-level intelligence was controlled through an encounter system, where large-scale battles with tons of guys were choreographed. We would start with some high-level sketches of a space, the major structural pieces and objectives, player approach, fallback points, etc.
  27. We would turn that into a kind of state machine which would shuffle groups of guys around as the player pushed forward through the level.
  28. Here’s an example of a complicated encounter, with tons of fallbacks, reinforcements and last-stands.
  29. With crowds, the first challenge is ensuring visual variety – in the AC screenshot, there’s enough clothing, body-type and body-posture variety to sell the crowd, but not so much variety that it looks ugly or uncohesive.
  30. The second challenge is motion – moving tons of characters around in way that is not a total mess. At this point, with this number of characters, we are not making decisions at the “individual brain” level, we are solving for large flows, and then dropping the individuals into those flows (with perhaps some local / individual decision-making layered on top).
  31. At the strategy level, we again have untold hundreds or thousands of characters, but now we are concerned with the meta-brain that is coordinating ALL their actions to achieve a goal. Star Craft II has received a particular amount of attention thanks to the yearly Star Craft AI Competition, in which AIs created by different developer teams are pitted against each other to see which performs the best.
  32. At this level, one of the most important pieces of the AI is the spatial analysis – many of the decisions that these AI have to make center on WHERE resources should be aquired, defenses built, attacks launched, etc. And all of those decisions depend on a good understanding of the space they occupy.
  33. Clear at the “society” level, we simulate not individuals or armies but entire cities or civilizations.
  34. One thing you might note is that in a way, each scale level (character, squad, etc.) needs to solve TO SOME DEGREE each of the levels below it. Civ is a great example, since there is a warfare/strategy level to the game as well as a great deal of character-level AI imbued in the leaders of the various rival civilizations. Each of those leaders has a perceptible style and personality. Gandhi, for example, loves to drop nukes.
  35. Now, rather than pulling out any further in terms of spatial or temporal scale (you can see how pulling out into, say, the galactic level, is really just the same as the “society” scale) we instead go a little “meta”. Player modeling is all about watching the player play the game and trying to derive information from that. In the two cases above for example, the game would observe the player and then try to create an AI that plays just like them. Essentially trying to make a player clone.
  36. My favorite example of this is Left 4 Dead.
  37. In Left 4 Dead, the AI Drama Manager would build an explicit model of “gameplay intensity” for each player (based on very simple game triggers) and then intentionally ramp up intensity until a threshold has been reached. After a short period of time at this level, the intensity would be backed off, giving the player a breather (but also adding a new tension, a tension of anticipation, to the mix).
  38. The other super ultra hot topic right now is procedural generation. This coincides especially well with the rise of the indie gaming scene, as it is a (presumably) cost-effective way for a small team to produce an expansive world. (Yes, Minecraft is usually discussed in the context of USER-generated content, but remember that before the player starts to do anything, the beautiful and explorable world first has to be generated).
  39. Our game, The Flame in the Flood, takes place on a PCG river. Here’s a video we made about that process.
  40. Now the real holy grail is procedurally generated stories. No one has cracked this nut yet. Some of the most compelling attempts (such as Façade and Versu, above) have involved combining proceduralism with human-authored story fragments.
  41. Now maybe the most important kind of AI of all.
  42. Never thought I’d see a slide with League of Legends and Farmville on it. You can’t get further away on the hardcore-to-casual spectrum. But what they do have in common is (a) they’re social and (b) they generate untold terabytes of gameplay data.
  43. These numbers are staggering. These games are REALLY popular.
  44. We don’t know exactly what they are doing with all the data they are generating and collecting, but we can make some guesses.
  45. I like coming into work and having radically different types of challenges every day.
  46. I think League of Legends and Farmville represent the future of games. We should all make sure we know our “linear regression” from our “principle components” if we want to contribute to games in the next decade!