towards conscious-like behavior in computer game characters

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Towards Conscious-like Behavior in Computer Game Characters Raúl Arrabales, Agapito Ledezma and Araceli Sanchis Characters Computer Science Department Carlos III University of Madrid htt //C i Rbt /R l http://Conscious-Robots.com/Raul IEEE Symposium on Computational Intelligence and Games 2009 IEEE Symposium on Computational Intelligence and Games 2009 Politecnico di Milano, Milano, 9th September 2009

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The main sources of inspiration for the design of more engaging synthetic characters are existing psychological models of human cognition. Usually, these models, and the associated Artificial Intelligence (AI) techniques, are based on partial aspects of the real complex systems involved in the generation of human-like behavior. Emotions, planning, learning, user modeling, set shifting, and attention mechanisms are some remarkable examples of features typically considered in isolation within classical AI control models. Artificial cognitive architectures aim at integrating many of these aspects together into effective control systems. However, the design of this sort of architectures is not straightforward. In this paper, we argue that current research efforts in the young field of Artificial Consciousness (AC) could contribute to tackle complexity and provide a useful framework for the design of more appealing synthetic characters. This hypothesis is illustrated with the application of a novel consciousness-based cognitive architecture to the development of a First Person Shooter video game character.

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Page 1: Towards Conscious-like  Behavior in Computer Game Characters

Towards Conscious-like Behavior in Computer Game

CharactersRaúl Arrabales, Agapito Ledezma and Araceli Sanchis

Charactersg p

Computer Science DepartmentCarlos III University of Madrid

htt //C i R b t /R lhttp://Conscious-Robots.com/Raul

IEEE Symposium on Computational Intelligence and Games 2009IEEE Symposium on Computational Intelligence and Games 2009Politecnico di Milano, Milano, 9th September 2009

Page 2: Towards Conscious-like  Behavior in Computer Game Characters

Contents

IntroductionMotivation and ObjectivesState of the ArtState of the ArtConsciousness and GamesExperimental EnvironmentExperimental EnvironmentProposed ArchitectureEvaluationConclusions

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Conclusions2

Page 3: Towards Conscious-like  Behavior in Computer Game Characters

Introduction (I)Objective:

Design mo e appealing s nthetic cha acte sDesign more appealing synthetic characters.More engaging, more real.H lik (C i lik b h i )Human-like (Conscious-like behaviors).

Problem:Many cognitive skills involved.a y cog t e s s o edHow to integrate them effectively?

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Page 4: Towards Conscious-like  Behavior in Computer Game Characters

Introduction (II)Character design challenges:

E ti l i l i tEmotions, planning, learning, opponent modeling, attention, set shifting, etc.How can they be integrated effectively?

Our hypothesis:Use a cognitive architecture based on a model of consciousness.

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Page 5: Towards Conscious-like  Behavior in Computer Game Characters

Motivation and ObjectivesUltimate goal:

Cha acte s able to pass the (adapted) T ing testCharacters able to pass the (adapted) Turing test.

Why?State of the art video gamesg

Complex virtual environments.Elaborated scripts.Elaborated scripts.Require more realistic behaviors.

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Page 6: Towards Conscious-like  Behavior in Computer Game Characters

State of the artCurrent AI characters cannot match human-like behaviorlike behavior.

E.g. see last year 2K Botprize contest results.

Usually, playing with other humans is more realistic and engaging that playing with AI bots.

Apply Machine Consciousness to games to improve believability?

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improve believability?6

Page 7: Towards Conscious-like  Behavior in Computer Game Characters

Consciousness and Games (I)Embodiment and situatedness are claimed to be critical for the production of consciousness.p

We argue that consciousness-based softwareWe argue that consciousness based software agents can also be embodied and situated.

Software sensors and actuatorsSoftware sensors and actuators.Causal interaction with the world.

Virtual World (virtually situated).Virtual World (virtually situated).Real World (interaction with human players).

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Page 8: Towards Conscious-like  Behavior in Computer Game Characters

Consciousness and Games (II)Games versus Physical Robots

Robots possess physical bodyRobots possess physical body.Robots interact directly with physical world.Robots have to deal with noise and uncertaintyRobots have to deal with noise and uncertainty.

Th t b b fitThese aspect can be seen as benefits or drawbacks

d l f f h h l l lGames are ideal for focusing on high-level control.

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Page 9: Towards Conscious-like  Behavior in Computer Game Characters

Experimental EnvironmentFPS: Unreal Tournament 2004

Behavior Controller

B i B h i

Bot

AnimationModule

Movement Module

Basic BehaviorsSensory DataProcessing

ModuleModule

SensoryInputs Atomic Actions

BodyState

Virtual World

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Page 10: Towards Conscious-like  Behavior in Computer Game Characters

Proposed Architecture (I)Context: Machine Consciousness Research.

Specifically: Design of machines showing conscious-like p y g gbehavior.

A C i (A C i ) A hAccess Consciousness (A-Consciousness) Approach:Only a small selection of contents gain access to a unique sequential thread for explicit processing and volition.q p p g

Computational model based on:Global Workspace Theory (Baars, 1988).Multiple Draft Model (Dennett, 1991).

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Proposed Architecture (II)Computational model of consciousness:

L b f i li dLarge number of specialized processors.

Competing and collaborating to access a global workspace (working memory).g p ( g y)

Where coherent information patterns areWhere coherent information patterns are selected.

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Proposed Architecture (III)Contexts

Working Memory

Focus of Attention

SpecializedProcessors Interim 

Coalition

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Page 13: Towards Conscious-like  Behavior in Computer Game Characters

Proposed Architecture (IV)CERA-CRANIUM Architecture

Implements the computational model of AImplements the computational model of A-Consciousness.

CERA is a layered control architecture.CRANIUM is a runtime component for the management of specialized processors.g p p

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Proposed Architecture (V)CERA-CRANIUM Perception Flow

Agent’s B d

CERA WorldBody

S AccessibleSensor Physical Layer

Sensors

Actuators

AccessibleenvironmentReachable 

environment

Services

Motor Services

Mission‐specific

Core LayerServices

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Proposed Architecture (VI)CRANIUM Workspace (at CERA Physical layer)

CRANIUM WorkspaceSingle ComplexWorkspaceSingle 

PerceptsComplex Percepts

…Percept 

AggregatorsAggregators

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Proposed Architecture (VII)CRANIUM Workspace Modulation

Modulation Commands

Workspace WorkspaceCore Layer

Single Percepts

Complex Percepts

Mission Percepts

… …Physical Layer Mission‐Specific Layer

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Proposed Architecture (VIII)CRANIUM Workspace Modulation

UT2004 ServerCERA

UT2004 Viewer GameBots 

CERA CRANIUM

UT2004 Viewer2004

UT2004 Client

UT2004 Client

CCR / DSS Runtime

Translated Pogamut 2

CERA‐CRANIUM UT2004 Client

(Human player)

UT2004 Client

(Spectator).NET Framework

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Proposed Architecture (IX)CERA-CRANIUM instantiation for UT2004

CERA sensory-motor services layer.CERA physical layer specialized processors.CERA mission-specific layer specialized p y pprocessors.CERA core layer goals and model stateCERA core layer goals and model state.

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Proposed Architecture (X)Example of percepts for UT2004

SP(Being Damaged) + SP(S E )SP(See Enemy) + CP(Enemy Approaching) =

MP(E Att ki )MP(Enemy Attacking)

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Evaluation (I)Assessing believability is not straighforward.

Subjective processSubjective process.Depends on opponents behavior.Game score is not significant.

AVERAGEPLAYER AVERAGE SCORE

Rule-Based System Bot 19.2

Q-Learning Bot 5.2

Q-Learning and Expert Systems Hybrid Bot 11.3

CERA CRANIUM Bot 18 3

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CERA-CRANIUM Bot 18.3

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ConclusionsThe application of consciousness-inspired cognitive architectures is promisingcognitive architectures is promising.

W d i l i l i hWe need to incorporate learning algorithms and long term (episodic and semantic)

t th d lmemory to the model.

Improve ToM (opponent/friend modeling).

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Page 22: Towards Conscious-like  Behavior in Computer Game Characters

Thank you

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