Slashdot Mirror


IEEE Spectrum Surveys Current Games' AI Technology

orac2 writes " IEEE Spectrum has an article on the AI technologies used in the current crop of video games. State machines, learning algorithms, cheating, smart terrain, etc are discussed. Game developers interviewed include Richard Evans, of Black and White fame, who talks about Lionhead's upcoming Dmitri project and Soren Johnson who created Civ III's AI."

16 of 172 comments (clear)

  1. Sheesh by Anonymous Coward · · Score: 5, Funny

    And I still have trouble beating some games that are a decade old.

    1. Re:Sheesh by jon787 · · Score: 5, Funny

      Thats because the computer's AI goes:
      if(humanPlayer == "winning") {
      cheat();
      }

      --
      X(7): A program for managing terminal windows. See also screen(1).
  2. Ultimate Page of Artificial Intelligence for Games by ekrout · · Score: 5, Informative

    The page located at http://www.cs.berkeley.edu/~russell/ai.html#search contains wonderful links about coding A.I. into your games, programs, etc.

    --

    If you celebrate Xmas, befriend me (538
  3. Not so fast... by Anonymous Coward · · Score: 5, Funny

    I always win.

    **unplugs computer**

  4. AI = my biggest complaint with the games industry by wackybrit · · Score: 5, Interesting

    I have a 56k modem, and no chance of getting broadband, so while massive online fragfests might seem like fun, they're not really accessible to me (RTCW was bearable till PunkBuster slowed it to shit).

    Unfortunately, the games industry seems to have focused on turning out hundreds of online fragfest games that bring in the $$ but leave little to the imagination. Even 'The Sims' are at it.

    AI doesn't necessarily have to be 100% realistic for a rewarding offline game. But even the bots in UT2003 aren't that hot, so it's clear AI and single player games are taking a backseat to the online money spinners.

    Hopefully some big breakthroughs in AI will turn the tide, but with the games industry already ignoring AI, I'm not optimistic for AI's future in games.. since everyone would rather play their dumb neighbor anyway.

  5. MOD THIS UP #@ +5; Informative @# by Anonymous Coward · · Score: 5, Informative
  6. We Ain't There Yet... by Quaoar · · Score: 5, Funny

    Not until a bot calls me a "c4mp1ng n00b" by its own volition has AI come far enough.

    --
    I'll form my OWN solar system! With blackjack! And hookers!
  7. Ethics, IP, amd AI by USC-MBA · · Score: 5, Interesting
    This article brings up an interesting issue regarding Artificial Intelligence, Intellectual Property, and human/nonhuman rights.

    Namely, what happens if some researched finally stumbles across an application that passes the Turing test? One that for all intents and purposes appears to be a conscious life form?

    The resulting ethical problems will be myriad:

    • Will the AI life form be the property of the person or corporation that developed it?
    • Will the AI life form be copyrightable?
    • Will the creator of the AI life form be obligated to keep it "alive" (i.e. keep the power running, etc.) as long as possible?
    • Will the AI life form have the same rights as an ordinary human being?
    • Will distributing the souce code for the AI life form be regulated under anti-cloning statutes?
    • Will the AI life form be allowed to earn money as a result of its efforts in controlling entities in videogames?
    • Will the AI life form be entitled to royalties as a participant in the creator of the videogame?
    As a libertarian I am torn between my concerns about keeping markets free and unregulated, and my concerns for the freedoms and rights of potential AI life forms. Interesting times...
    1. Re:Ethics, IP, amd AI by hawkestein · · Score: 5, Interesting

      No matter how smart you can make a computer look, it is still performing the same fetch-execute cycle on primitive instructions like "add," "shift," and "branch." If that is a conscious life form, then so is a pencil and piece of paper on which you perform all these primitive instructions manually.

      Fan of John Searle, are you?

      How's this for a thought experiment. Take a human being, and swap one of his neurons for an electronic circuit that behaves identically to a neuron. One at a time, swap out each real neuron and swap in an electronic one. Is he still concious when his brain is entirely made up of electronic neurons instead of organic ones? OK, now swap out each neuron, and swap in a tiny computer that can simulate the I/O behavior of a neuron. Swap these in one at a time. Is he still concious? OK, now start swapping out groups of neurons for computers that can simulate the I/O behavior of the group. Proceed until his entire brain is just one computer. When did he go from a human being to a soulless automaton?

      --
      -- Will quantum computers run imaginary-time operating systems?
    2. Re:Ethics, IP, amd AI by Orne · · Score: 5, Interesting
      Ok, take a step back for a second. An artificial intelligence is essentially code running in a state machine... heck, "threads" of code running in an asynchronous processor pretty much defines biological life too, doesn't it? The difference is that we have a top-down design control with AI that we don't have with biology (yet). The meta-question that we haven't answered yet is: Is the intelligence in the code being run, or is it in the processor running the code?

      Let me throw some more questions into the mix:
      • Suppose you can save the "state" of every variable in the process, and write it to disk. Does your AI "die" if you halt the processor, or does it "pause"? If you reload from disk, the AI has no sense of time loss... from its internal viewpoint, no time has elapsed between processor clock ticks.
      • Is "death" now defined as never re-executing the code? Or, if the AI has the ability to move its code stream from one processor to another, do we say that the entity "moved", or that the original stream "died" and a second one was "born" on the new process... because in theory, the original code can keep processing after forking the copy to the 2nd processor...
      • Now save the state, launch a second processor from the same data while executing the 1st... you've just cloned the AI. What would happen if you bring AI(original) to meet AI(clone)? Unlike biological replicants, there is no "age" difference between the copies, and a 100% history/memory duplication.. what kind of psychological damage will occur?
      • Assume a human programmer writes the initial code, and pipes it into the processor, and through self-modification, the AI drifts from the original specs. Should the human be paid for running the processor, or should the human be paid for the original code?
      • If an AI earns money for playing games, should it pay for the processor time that keeps it alive? After all, humans work, then go to the grocery store to pay for food that keeps our bodies going...
      And lastly, I heard a different version of your closing quote... Ancient Chinese Curse: May you live in interesting times. :)
  8. MMRPG "societies." by Boogaroo · · Score: 5, Interesting

    QUOTE: For a project code-named Dmitri, Evans is now focused on improving the ability of AI to interact socially. Agents' behavior will be controlled by their membership in overlapping social groups.
    ----

    So how long until the AI gets good enough that we don't need it to be truly multiplayer and can all play on our local machines with AI characters that can chat with us about our real lives instead of just the game?

    -

  9. Re:AI = my biggest complaint with the games indust by Maul · · Score: 5, Interesting

    I have yet to find an FPS where I felt the bots had really believable AI.

    In most FPS games, the bots simply have really good "aim" and really good "dodging ability" in the higher difficulty levels, coupled with the fact that the computer technically knows where you are all the time. Even so, a player will usually develop reflexes that will allow them to outgun the bots.

    Players without the "reflexes" to beat the bots' super aim can still beat them, as the bots will repeatedly fall for the same tricks over and over.

    To have realistic bots, they need to be able to learn from their mistakes. Bots fail to learn things such as the following:

    1) The player's favorite weapons.
    A common technique in games like Quake is to "control" the weapons. If you are playing against someone who is great with the rocket launcher, but not so hot with the other weapons, you can try to limit their access to that weapon. Bots don't pick up that you use the RL all the time, and thus don't really do a great job of stopping you from getting it.

    2) The player's techniques.
    Obviously, if a player likes to re-use certain techniques (circle strafing, etc.) too much, other players will pick up on it. Bots, however, don't really anticipate what the player might do in this fashion.

    3) Mistakes.
    At the same time, the bots will often reuse the same techniques as well. However, the human player will pick up on it. Bots need to learn what tactics it has used that have failed, and try something else.

    --

    "You spoony bard!" -Tellah

  10. Re: The Major Problem by Black+Parrot · · Score: 5, Interesting


    > Naturally, the AI has the shortest time frame in the software engineering, but there is no reason it should remain stagnent across the future patches.

    Another problem is that lots of games are just engines that support an 'official' dataset plus whatever modpacks the players care to come up with, but even the cheatAI that ships with the game won't work worth a damn on the modpacks.

    I hope in the future machine learning methods can help with both of these problems. I.e., a couple of months before release when the code is fairly stable and the graphics are in production, turn on the old Beowulf cluster and let reinforcement learning or an evolutionary algorithm train a good AI for the game. As for modpacks, the vendors could support something like sourceforge, where gamers could upload their modpacks and have the Beowulf cluster automagically re-tune the AI to work right with them.

    And of course, the machine learning could continue in the background for as long as people were interested in the game, allowing them to download "new improved" AIs every few months.

    --
    Sheesh, evil *and* a jerk. -- Jade
  11. too close for comfort by Tablizer · · Score: 5, Funny

    Not long before Lara Croft rejects me like a real woman would.

  12. AI is not AI by Junks+Jerzey · · Score: 5, Insightful

    AI is a euphemism for "behavior." When I hear people complaining about how games aren't using the latest in AI research, I want to respond "that's because games don't really use AI" at least not what people think of as AI. AI in a typical game is just a list of weighted rules, such as "if the player has a more powerful weapon than character X, make character X run away." When you have lots of such rules and you twiddle with them a lot, then you get so-called AI.

    Putting in random factors makes things much harder to pin down. Maybe when a character spots you, there will be a 50% "run or attack" decision. If the decision to run, then you think "Ha, ha, ha, he's running scared!" If the decision is to attack, and he gets you, then you think "Wow, that guy was good." If he attacks and you get him, then you feel like you're doing well.

    To a great extent AI is psychological. You read into things what you want.

  13. A game AI test by Jimmy_B · · Score: 5, Insightful

    Some time after getting Unreal Tournament 2003, I set out to appraise its AI. I decided to set up a game in which it couldn't cheat; I made a one-on-one game, on the map DM-Gael (a small, open map, so while the bot may always know the player's location, also vise versa), and with rocket launchers only (so that the bot couldn't do some simple trig to always hit). I set the bot to its highest difficulty, and played.

    The bot had some notable weaknesses (it kept getting killed going for the powerup in the center, or while coming up a lift, and never seemed to learn from these mistakes), but did fairly well overall. In the end I won with a substantial, but not overwhelming, margin.

    So, I said, the AI had failed the test: given a fair match, on its most difficult settings, it lost. But then I realized, I had a lot of fun administering it. Then I realized that the point of an AI isn't to beat the player, but to be fun to play against; whether it wins or loses really doesn't matter.