Slashdot Mirror


What Would You Like to See from Game AI?

jtogel asks: "As someone working in new (bio-inspired) AI research with an eye to applications in games, but within an academic setting, I often hear that game developers are not incorporating cutting-edge academic AI into their projects because it's too "risky" (they can't really predict how gamers would react), and because they don't see the point in it. As a gamer, and as someone who cares what gamers think, I am often surprised by the sorry state of current commercial game AI - it has hardly moved since the 1980s. However, maybe the problem is that no-one really knows what we want from game AI. Academics keep coming up with innovative AI technologies, but what we should we use it for? What do you think? What sort of intelligent behavior would you like to see in games, but don't at present? Which are the most obvious intelligence deficiencies of current NPCs that need to be fixed?"

4 of 272 comments (clear)

  1. Turing by eldavojohn · · Score: 5, Interesting
    For the purposes of this discussion, I will target the two extremes of games. We have game type I in which the game space is very much finite and complete search trees are exploitable and can easily be enumerated.

    Let us take the simple game of tic-tac-toe (three by three) as our game space. Not too hard. Tic-tac-toe, checkers, cognac, are popular games that fall in this category. And when you use AI to its full advantage, the computer rarely loses.

    As we move towards type II games, we see games like chess or go where the game space is too large to search but still 'algorithms' (or heuristics) can be defined that prune the tree space or match/strive patterns out of raw moves. Look up tables are also useful but not really "AI" in the strictest of sense.

    A full fledged type II game would be something like Warcraft or a complex computer game in which the internal engine of the playing board (server in this case) has an innumerable amount of states that it can exist in.

    The NPCs and AI in games like Doom or even Halo are still fairly simple. They rely on heuristics and Euclidean distances (conceptually within the game) to overcome their opponents. If they are faced with obstacles, they deviate from their path.

    Now you ask me what I would like to see. I have very finite desires and I will list them here:
    • AI that learns. I am so sick of AI not keeping a log of encounters. There are many learning algorithms out there and none of them apply to full emersion games (like SWG or WoW) and its because there are too many variables--too many parameters to build the small dimensional vector fields of the Win or Learn Fast (WoLF) algorithm. This isn't the only kind of learning though, what about statistical analysis of prior opponents? "I'm a level 54 mage encountering a level 52 warrior, my odds of survival are x% based on past encounters with warriors two levels below me..." Yes, it's pre-canned statistical analysis but things like this could seriously act as a good heuristic for many games.
    • If you reduce the game space or find some really good heuristic (as in the above), dumb it down. Meet the user's pleasure level. It should be a challenge but not such a challenge that victory is unattainable.
    • Use your imagination. That's all I'm going to say about that one. There is no cookbook for heuristics ... learn to throw things at the user.
    • Introduce long term "bounty hunter" style AI. I would enjoy an AI that sleeps and is constrained like I am. Introduce simple work parsers to our enemies. The closer you can come to interacting with me on the level of a real human, the more I'm going to like it. I know there are robots out there that understand basic human speech, why can't there be games where we receive phone calls or e-mails from assassins in real life? I know this sounds ridiculous, but make me afraid of my foe outside the game. Get in my head.
    • Introduce random variables. I don't care if you have to build in mechanisms to your game that are illogical so that the AI sometimes goofs up. All humans are fallible at a certain point and if you have differing levels of predictability in your AI, the user will love it.

    In the end, my opinion is that the largest deficiency for game AI is that it fails the Turing Test.

    Horribly.

    I can easily tell that I'm not playing another human.
    --
    My work here is dung.
  2. Look to FramSticks for an example by maynard · · Score: 5, Interesting

    FramSticks

    Here is a great example of Artificial Life that generates truly unexpected behavior during runs. Perhaps this type of Alife simulation could be an inspiration for a new generation of game AI. Do not program a location and series of behavior patterns, instead make a population of AIs based on a variety of physical forms. Each form will have a limited set of possible movements within a the simulated world. It will need inputs in order to determine friend and foe, perhaps something similar to limited vision and hearing. It will need survival as a baseline goal. They will also need "food" of some sort. Perhaps the player or other, different, AIs can represent a food source. Give it some form of sex in order to reproduce its learned behavior through some genetic mechanism.

    I suspect a hardware physics chip would help tremendously. But what I've seen of FramSticks was pretty damn cool. I have no idea how well it could be incorporated into AI gaming though. So this is just one of those: *shrug* hey, what about this? type of posts from someone ignorant and totally out of the field.

  3. I don't know what I want to see by Pluvius · · Score: 5, Interesting

    But I'll tell you what I don't want to see: Dynamic AI. Or at least the kind of dynamic AI we see now-a-days. I'm talking about those racing games where you're beating the hell out of the computer driver but in the last lap or so he ends up becoming completely inhuman (perhaps even "cheating") and beating you or coming close to it. Stop that shit, it's not any fun.

    Rob

  4. I want AI to be obvious by silvermorph · · Score: 5, Interesting

    AI isn't currently fun. It's used mostly as a difficulty slider. And when it's doing its most impressive things, I don't see it happening, so I don't care. So I want two things from AI: I want to know what it's doing, and I want to be the cause of what it's doing.

    1) If I've got a bunch of bots on my team, and I rush out like a madman, I want them to be completely suicidal as well, or maybe cover me. And I want them to say "covering you" as they do it, so I don't go sit behind a rock as soon as I hear gunfire.
    2) If I'm sneaking up on some AI enemy, I want the AI to recognize that I'm sneaking up on it, and then LET ME SNEAK UP ON IT. Maybe it notices that I'm right next to something I can duck behind, so it shuffles its feet and slowly looks around back towards me, giving me just enough time to respond.
    3) If I'm in a deathmatch, I want clever, flawed, fair bots. Bots that know good spots to fight from, but get up and move after a kill or two. Bots that aim poorly when I get the jump on them they just picked up their mouse in panic.
    4) If I'm fighting a squad of enemies, I want to overhear their communication somehow so that I don't think they're looking through walls waiting for me. And I want them to react slowly to what I'm doing, not instantaneously.

    I want my AI to be fun, and I want it to be pretty obvious it's being fun.