artificial intelligence in gaming

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ARTIFICIAL INTELLIGENCE IN GAMING Presented by: Vivek M Bhasi Under the guidance of Mr Pramod Pavithran

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This seminar slide will give you the ideas how much the ARTIFICIAL INTELLIGENCE is important gaming and what hard work should do for movements of other persons in a game.

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Page 1: Artificial intelligence in gaming

ARTIFICIAL INTELLIGENCE IN GAMING

Presented by: Vivek M Bhasi

Under the guidance of Mr Pramod Pavithran

Page 2: Artificial intelligence in gaming

School of Engineering, CUSAT 2

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ITS HARD WORK!!!

• 8192 processors

• 2.8 TB of memory in the blue gene l supercomputer

• 22 million neurons

• 11 billion synapses

School of Engineering, CUSAT 3

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SIMULATION OF HUMAN BEHAVIOUR…IMPOSSIBLE???

• Simulation of actual human behaviour would be extremely difficult if not impossible

• Quite often the games give a perception of reality

• ie: Games appear to have characters who are much more “intelligent” than they

actually are…

School of Engineering, CUSAT 4

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SO HOW DO THEY DO IT THEN???

School of Engineering, CUSAT 5

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STATE MACHINES

• Sometimes non-player characters make decisions using state machines

• Each non-player character would have a certain number of states which it will go to

when certain criteria are met.

• An example can be cited from old FPSs

• As the intelligence of the characters increases the decision trees associated with

their actions become more complex

• The core behaviour of the NPCs are defined only by a few states. The remaining

states are for rare circumstatnces.

School of Engineering, CUSAT 6

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DISADVANTAGES OF STATE MACHINES

• State machines are inherently predictable to a certain degree

• There is a limit up to which the number of states can be increased

• Defining the transitions between the states is a difficult task

School of Engineering, CUSAT 7

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THE PLANNING SYSTEM

• Allows various characters on-screen to act uniquely

• A planning system makes a gaming character work out what it has to do in order to

fulfil an objective.

• In order to achieve a goal, the computer looks at the situation in which it wants to be,

and then work backwards from it to calculate the best way of achieving the desired

result.

School of Engineering, CUSAT 8

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WORKING BACKWARDS…..AN EXAMPLE

• In an FPS the objective of the AI bots is to make sure the target is dead.

• But since the objective hasn’t been accomplished yet, the preconditions are analysed

in a backtracking fashion

• This process continues till the basic precondition is reached .

• Then the AI starts satisfying each condition starting from the base case till the final

objective is met.

School of Engineering, CUSAT 9

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ALL TERRAIN

• Now that we have characters that seem intelligent , how do we make them know

where they are?

• The AI characters can’t see the game world as it would take a huge amount of

processing power

• The characters need some sort of guide to give them an idea of where they can go

School of Engineering, CUSAT 10

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• This often takes the form of a navigation grid that shows obstacles and the shape of

the terrain, but developers often also use a navigation mesh (usually called a

navmesh) that’s local to the current 3D scene.

• A navmesh is basically a low-resolution 3D mesh that sits on top of a 3D scene and

shows an AI character the areas to which it can move, as well as featuring tags and

hints to the AI that have been placed by the designer

• “The designer will place this invisible mesh any place he wants the AI character to

potentially move to".

School of Engineering, CUSAT 11

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NAVMESH IN ACTION

• Animators create a variety of animations

that the game designers can use

according to the terrain

• These animations are used by the

designers to make the characters

traverse certain areas.

• Navmeshes provide a method for NPCs

to find paths and also offers extra

spatial information

School of Engineering, CUSAT 12

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NAVIGATING THROUGH VOLUME

• Navigating through the entirety of the space available to the NPCs makes the gaming

experience more realistic

• To address this issue something called“segments” are used.

• Segments are a series of points and links, which may or may not be on or attached to

the navmesh.

• The AI is free to create paths using these segments just as it would on a normal

navmesh

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• The planning system is used to combine different segments, thus creating paths in

space where the characters can move in.

• The probable destinations of the moving characters are calculated in order to avoid

collisions

• Highly complicated programming involved

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DESTRUCTIBLE ENVIRONMENTS

• Adds to the realistic experience of a

gamer

• Gamers can cause damage to the

environment and thereby affect the

gameplay

School of Engineering, CUSAT 15

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HOW IT WORKS

• The NPCs keep checking their environments every 0.5 to 1 sec and respond to the

changes using the planning system

• Changes can be identified by using Navmeshes

• ie: Whenever rigid bodies are removed from the environment , their corresponding

outlines are identified in the navmesh and the characters are made to respond

accordingly.

School of Engineering, CUSAT 16

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AI IN GAMES- WHERE NEXT?

• The general mindset of gamers are changing…

• AI acceleration is being welcomed more than ever

• Advancements ?......After the state machines and the planning system , the next step

is Online learning ie: Online chatbots such as Jabberwacky learn as a result of

constant online input.(strategies , playing styles etc)

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CONCLUSION

• Simulating actual human behaviour is very difficult and so games use various forms

of trickery to give an impression of intelligent behaviour

• The ultimate aim of AI is to improve the gaming experience and give a realistic feel

to the game

• Various methods including state machines, planning systems ,online learning etc are

used to run and improve the AI.

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THANK YOU

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QUESTIONS???

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