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Artificial Intelligence and Games Introduction Georgios N. Yannakakis @yannakakis Julian Togelius @togelius

Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

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Page 1: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Artificial Intelligence and GamesIntroduction

Georgios N. Yannakakis@yannakakis

Julian Togelius@togelius

Page 2: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Artificial Intelligence is at the very core of modern game design and development. It plays and tests games, it supports the design of games and it analyses the way we play them. AI techniques used for these tasks include expert domain-knowledge systems, search and optimization, computational intelligence, and machine learning. This course aims to introduce students to the theory and practice of game artificial intelligence.

Why a course on AI in and for Games?

Page 3: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Describe and theorize on the AI algorithms covered in class.

• Identify tasks that can be tackled through AI techniques and select the appropriate technique for the problem under investigation.

• Compare the performance of different AI techniques and reflect on their suitability for game AI development.

• Design and implement efficient and robust game AI algorithms.

Learning Objectives

Page 4: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Give a comprehensive overview of AI for gamesand games for AI, as well as hands-on experiences with new technology

• Enable new exciting inventions and discoveries

Class Core Aim

Page 5: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Artificial Intelligence

Page 6: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Making computers able to do things which currently only humans can do

Artificial Intelligence

Page 7: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Making computers able to do things which currently only humans can do in games

Artificial Intelligence in Games

Page 8: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Play them• Study them• Build content for them

• levels, maps, art, characters, missions…

• Design and develop them

• Do marketing• Make a statement• Make money!

What do Humans Do with Games?

Page 9: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Games for Artificial Intelligence

Page 10: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Games are Hard and Interesting Problems!

Page 11: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Richest (?) HCI

Page 12: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Smithsonian American Art Museum (2012)

Games are everywhereMore Content More Data

Page 13: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Games are content-intensive

Page 14: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Perception

Signal Processing

Machine Learning

Artificial Psychology

Planning and Search

KR and Reasoning

Natural language processing

Navigation

...

Games and AI Areas

Page 15: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Games realise AI’s long-standing goals

Page 16: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Liapis, Yannakakis, Togelius: "Computational Game Creativity," in Proceedings of the Fifth International Conference on Computational Creativity, 2014.

Multifaceted Creativity

Visuals

Audio

Narrative

Levels Gameplay

Rules

Page 17: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Artificial Intelligence for Games

Page 18: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

AI Plays and Improves your Game

Page 19: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

What is Diablo 3: "[previous] games established the series’ hallmarks: randomized levels, the relentless attacks of monsters and events in a perpetually fresh world, [...]"

"Experience Daylight, a procedurally generated psychological thriller for your PC."

More Content, Better Content!

Page 20: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Player Experience – Data Mining

Page 21: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

AI and Games History – Academia

Page 22: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

A long-lasting love (1950s)

Page 23: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Early Days on the Board (60s-present)

Page 24: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• The Game Turing test was passed by two AI-controlled bot entries in Unreal Tournament 2004, in 2012!

• Neuroevolution was one of the approaches

The Digital Era - A milestone

Page 25: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

The Digital Era – A few other milestones

Page 26: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

From Board to Computer Game AI

Page 27: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

IEEE CIG and AIIDE Competitions

Page 28: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Game AI [2005-….]

AI for better games

Player experience / design / authoring

Games as AI Arenas

NPC Performance

Computer Game AI in Academia: History

Page 29: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

0%

20%

40%

60%

80%

100%

2005 2006 2007 2008 2009 2010 2011

PlayerExperience/BelievabilityGame DM

PCG

Interactive Storytelling

Pathfinding

Robotics/A-Life

Authoring

NPC

Board/Math games

Computer Game AI

Page 30: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

UltimateExperience

Effort

NPC Behavior

Pla

yer

Experience

Yannakakis, G. N. "Game AI revisited" Proceedings of the 9th conference on Computing Frontiers. ACM, 2012.

Game AI is Dead!

Page 31: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

AI and Games: A bit of history – Industry

Page 32: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Implicit cooperation• Differing Ghost

“Personalities”– Aggressive Blinky– Cunning Pinky– Wired Inky– Scared Clyde

• Attack – don’t care waves

• No randomness

PacMan (Namco, 1980)

Page 33: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Level generation• Constructive

approach• Inspired rogue-like

game genre

Rogue (AI Design, 1980)

Page 34: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Galaxy generation• Compression

Elite (Acornsoft, 1984)

Page 35: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Cellular automata• Influence Maps

SimCity (Maxis, 1989)

Page 36: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Map/Level generation

Civilization (MicroProse, 1991)

Page 37: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Stealth FPS, FP-Sneaker• Advanced sensory system• Guards perceive and respond

to the environment– Noise, lighting, movement, and

shadows.

Thief (EIDOS, 1998)

Page 38: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• FPS + puzzle solving• Opponent Tactics

– Coverage, dodging, full-level navigation

• Integration of AI into the story• Valve hired Quake AI Mod

developers for HL 2

Half-Life (Valve, 1998)

Page 39: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Smart (interactive) terrains

• Smart (interactive) objects

Sims (EA, 2000)

Page 40: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Black & White (EA, 2000)

• Perceptrons, Decision Trees, Belief-Desire-Intentions model

• Imitation Learning• Reinforcement learning:

creature slapped or stroked• Gesture recognition

Black & White (EA, 2000)

Page 41: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• The revolution of Behavior Trees• More human-like bots

Halo 2 (MS Game Studios, 2004)

Page 42: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Best AI opponent – bot (at the time)• Bot squads, teammate behaviors• Cover when hit from behind• Intelligent tactics• Move through walls and under objects• Planning system based on STRIPS• “Environments to showcase the AI”

F.E.A.R. (Sierra, 2005)

Page 43: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Drivatar system• Imitation Learning• MS Research – Cambridge

Forza Motorsport (MS game studios, 2005)

Page 44: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Interactive Storytelling• Natural Language Processing• AI faults: absorbed by game (character) design

Façade (Mateas & Stern, 2005)

Page 45: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• AI director– Intelligent enemy

placement– Intelligent item

placement– Player emotional

cues (visual effects, dynamic music)

Left 4 Dead (Valve, 2008)

Page 46: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Level generation• Ultimate re-playability • Guarantees playability

Spelunky (Mossmouth, 2008)

Page 47: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• Survival horror• Personality-based

adaptation

Silent Hill (Konami, 2010)

Page 48: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Heavy Rain (Quantic Dream, 2010)

Page 49: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

• E.g. Kate & Milo (demo), Kinectimals, etc..• Affective AI• Posture (fully body) Recognition• Speech recognition

Various Kinect Games (2010 – …)

Page 50: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Bioshock Infinite (2k Games, 2013)

Page 51: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Nevermind (Flying Mollusk, 2016)

Page 52: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

No Man’s Sky (Hello Games, 2016)

Page 53: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Game AIAcademia

Game AIIndustry

Methods

Domain

A historical “gap”

Page 54: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Some Facts about the “Gap”

Page 55: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Games helps us design better AI…

…and AI can help us make better games ...

…but not necessarily through game agents!

How then?

G. N. Yannakakis, “Game AI Revisited,” in Proceedings of the 9th ACM Computing Frontiers Conference, pp. 285-292, 2012. (invited paper)

Page 56: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Game AIPlay

Games

Generate Content

Model Players

G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018

Page 57: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Game AIPlay

Games

Generate Content

Model Players

G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018

Page 58: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Procedural Content Generation

Page 59: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Game AIPlay

Games

Generate Content

Model Players

G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018

Page 60: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Game AIPlay

Games

Generate Content

Model Players

G. N. Yannakakis and J. Togelius, “Artificial Intelligence and Games,” Springer Nature, 2018

Page 61: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

“Games cannot be dissociated from emotion

and learning…”

G. N. Yannakakis and A. Paiva “Emotion in Games,” in Oxford Handbook of Affective Computing, 2014

Page 62: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Player Modeling

Page 63: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

“Games: the final frontier for AI?”

“AI: the next step for Games!”

Page 64: Georgios N. Yannakakis @yannakakisgameaibook.org/wp-content/uploads/2018/10/1.Introduction.pdf · 10/1/2018  · Pathfinding Robotics/A-Life Authoring NPC Board/Math games Computer

Readings: Chapter 1gameaibook.org