Artificial Intelligence for Games

Artificial Intelligence for Games, 2nd Edition

Return to Book Page. In this book, Ian Millington brings extensive professional experience to the problem of impro Creating robust artificial intelligence is one of the greatest challenges for game developers. Hardcover , pages. To see what your friends thought of this book, please sign up.

To ask other readers questions about Artificial Intelligence for Games , please sign up. Be the first to ask a question about Artificial Intelligence for Games. Lists with This Book. This book is not yet featured on Listopia. Dec 22, Chris Proctor rated it it was amazing. Easy to follow, industry standard AI programming. Jul 23, David Hunter rated it really liked it Shelves: Extremely helpful and very readable. Just finished skimming this wonderful book. I say I skimmed it since I read parts of it in detail, whereas I could only eye other parts of it.

There were things in it that I knew before and I read them curiously. There were things in it that I knew before and I didn't read them thinking that my versions of concepts were well formed. There were things in it that I did not know and I read them eagerly. There were things in it that I did not know before and I deferred reading them for a better day. T Just finished skimming this wonderful book. The writers have done a great job at explaining what goes in developing artificial intelligence AI for games.

Algorithms for pathfinding, movement, decision making, and strategy are really profound and interesting. Why and when we need each of the feats is also explained pretty well. However, the reader begins to put everything in context when he reaches the twelfth chapter. Here only realizes in a systematic way that what really goes in developing AI for games.

Rest of the earlier stuff begins to make sense. So the best way to read this book is to skim it up to the twelfth chapter in a first pass. Once you have reached there, you would have to make some connections with the dots. Dots are always connected backward, so start reading it back again, and you will find it quite awe-inspiring. I call it wonderful because it indeed is quite wonderful. And quite insightful as well! Aug 12, Chris Maguire rated it liked it. Reading this book straight through was a slog; however, when I got to the end and read about the different game genres and their uses of AI I was happy to recognize most of the different techniques by name and to know something about them.

I feel that this book was a worthwhile investment. I feel more confident moving on to other AI books. I also have a reference that I can come back to with confidence should I need it. Feb 04, Ken Poirier rated it it was amazing Shelves: This is by far one of the most comprehensive books on Practical Artificial Intelligence and I have read many. If you have a strong foundation in programming, this book will take you very far.

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Dec 19, Frank Palardy rated it liked it Shelves: Enemy movement was based on stored patterns. The incorporation of microprocessors would allow more computation and random elements overlaid into movement patterns. It was during the golden age of video arcade games that the idea of AI opponents was largely popularized, due to the success of Space Invaders , which sported an increasing difficulty level, distinct movement patterns, and in-game events dependent on hash functions based on the player's input.

Galaxian added more complex and varied enemy movements, including maneuvers by individual enemies who break out of formation. Pac-Man introduced AI patterns to maze games , with the added quirk of different personalities for each enemy. Karate Champ later introduced AI patterns to fighting games , although the poor AI prompted the release of a second version.

First Queen was a tactical action RPG which featured characters that can be controlled by the computer's AI in following the leader. Madden, Weaver and La Russa all did extensive work with these game development teams to maximize the accuracy of the games. The emergence of new game genres in the s prompted the use of formal AI tools like finite state machines. Real-time strategy games taxed the AI with many objects, incomplete information, pathfinding problems, real-time decisions and economic planning, among other things.

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Herzog Zwei , for example, had almost broken pathfinding and very basic three-state state machines for unit control, and Dune II attacked the players' base in a beeline and used numerous cheats. Games have provided an environment for developing artificial intelligence with potential applications beyond gameplay. Examples include Watson , a Jeopardy! Many experts complain that the "AI" in the term "game AI" overstates its worth, as game AI is not about intelligence , and shares few of the objectives of the academic field of AI.

Whereas "real AI" addresses fields of machine learning, decision making based on arbitrary data input, and even the ultimate goal of strong AI that can reason, "game AI" often consists of a half-dozen rules of thumb, or heuristics , that are just enough to give a good gameplay experience. Commercial game AI has developed its own set of tools, which have been sufficient to give good performance in many cases. Game developers' increasing awareness of academic AI and a growing interest in computer games by the academic community is causing the definition of what counts as AI in a game to become less idiosyncratic.

Nevertheless, significant differences between different application domains of AI mean that game AI can still be viewed as a distinct subfield of AI. In particular, the ability to legitimately solve some AI problems in games by cheating creates an important distinction. For example, inferring the position of an unseen object from past observations can be a difficult problem when AI is applied to robotics, but in a computer game a NPC can simply look up the position in the game's scene graph. Such cheating can lead to unrealistic behavior and so is not always desirable.

But its possibility serves to distinguish game AI and leads to new problems to solve, such as when and how to use cheating. The major limitation to strong AI is the inherent depth of thinking and the extreme complexity of the decision making process. This means that although it would be then theoretically possible to make "smart" AI the problem would take considerable processing power. The most obvious is in the control of any NPCs in the game, although "scripting" decision tree is currently the most common means of control.

Artificial intelligence in video games

Pathfinding , another common use for AI, is widely seen in real-time strategy games. Pathfinding is the method for determining how to get a NPC from one point on a map to another, taking into consideration the terrain, obstacles and possibly " fog of war ". In addition, waypoints tend to perform worse than navigation meshes in complex environments. Rather than improve the Game AI to properly solve a difficult problem in the virtual environment, it is often more cost-effective to just modify the scenario to be more tractable.

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Artificial intelligence for games / Ian Millington, John Funge. – 2nd ed. oping next-generation AI technologies for entertainment, modeling, and simulation. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter.

If pathfinding gets bogged down over a specific obstacle, a developer may just end up moving or deleting the obstacle. The "pets" in these games are able to "learn" from actions taken by the player and their behavior is modified accordingly. While these choices are taken from a limited pool, it does often give the desired illusion of an intelligence on the other side of the screen. Many contemporary video games fall under the category of action, first person shooter, or adventure.

In most of these types of games there is some level of combat that takes place. The AI's ability to be efficient in combat is important in these genres. A common goal today is to make the AI more human, or at least appear so. One of the more positive and efficient features found in modern-day video game AI is the ability to hunt. AI originally reacted in a very black and white manner. If the player were in a specific area then the AI would react in either a complete offensive manner or be entirely defensive.

In recent years, the idea of "hunting" has been introduced; in this 'hunting' state the AI will look for realistic markers, such as sounds made by the character or footprints they may have left behind. With this feature, the player can actually consider how to approach or avoid an enemy. This is a feature that is particularly prevalent in the stealth genre. Another development in recent game AI has been the development of "survival instinct". In-game computers can recognize different objects in an environment and determine whether it is beneficial or detrimental to its survival.

Like a user, the AI can look for cover in a firefight before taking actions that would leave it otherwise vulnerable, such as reloading a weapon or throwing a grenade. There can be set markers that tell it when to react in a certain way. For example, if the AI is given a command to check its health throughout a game then further commands can be set so that it reacts a specific way at a certain percentage of health.

Artificial Intelligence for Games - Ian Millington - Google Книги

If the health is below a certain threshold then the AI can be set to run away from the player and avoid it until another function is triggered. Another example could be if the AI notices it is out of bullets, it will find a cover object and hide behind it until it has reloaded. Actions like these make the AI seem more human. However, there is still a need for improvement in this area. Another side-effect of combat AI occurs when two AI-controlled characters encounter each other; first popularized in the id Software game Doom , so-called 'monster infighting' can break out in certain situations.

Specifically, AI agents that are programmed to respond to hostile attacks will sometimes attack each other if their cohort's attacks land too close to them. Rather than procedural generation, some researchers have used generative adversarial networks GANs to create new content. In researchers at Cornwall University trained a GAN on a thousand human-created levels for DOOM ; following training, the neural net prototype was able to design new playable levels on its own.

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Examples include Watson , a Jeopardy! The AI is behavior based and uses action selection , essential if an AI is to multitask or react to a situation. Artificial intelligence portal Game development portal. Erlandr rated it really liked it Sep 21, Aug 12, Chris Maguire rated it liked it. Many industry and corporate voices [ who?

Dani Bunten was once asked how to play-balance a game. Her one word answer was "Cheat. In the context of artificial intelligence in video games, cheating refers to the programmer giving agents actions and access to information that would be unavailable to the player in the same situation. For example, if the agents want to know if the player is nearby they can either be given complex, human-like sensors seeing, hearing, etc. Common variations include giving AIs higher speeds in racing games to catch up to the player or spawning them in advantageous positions in first person shooters.

The use of cheating in AI shows the limitations of the "intelligence" achievable artificially; generally speaking, in games where strategic creativity is important, humans could easily beat the AI after a minimum of trial and error if it were not for this advantage.

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Cheating is often implemented for performance reasons where in many cases it may be considered acceptable as long as the effect is not obvious to the player. While cheating refers only to privileges given specifically to the AI—it does not include the inhuman swiftness and precision natural to a computer—a player might call the computer's inherent advantages "cheating" if they result in the agent acting unlike a human player. In addition, humans use tactics against computers that they would not against other people.

Creatures is an artificial life program where the user "hatches" small furry animals and teaches them how to behave.

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These "Norns" can talk, feed themselves, and protect themselves against vicious creatures. It's the first popular application of machine learning into an interactive simulation. Neural networks are used by the creatures to learn what to do. The game is regarded as a breakthrough in artificial life research, which aims to model the behavior of creatures interacting with their environment. A first-person shooter where the player assumes the role of the Master Chief, battling various aliens on foot or in vehicles.

Enemies use cover very wisely, and employ suppression fire and grenades. The squad situation affects the individuals, so certain enemies flee when their leader dies. A lot of attention is paid to the little details, with enemies notably throwing back grenades or team-members responding to you bothering them. The underlying "behavior tree" technology has become very popular in the games industry especially since Halo 2.

A first-person shooter where the player helps contain supernatural phenomenon and armies of cloned soldiers. The AI uses a planner to generate context-sensitive behaviors, the first time in a mainstream game. This technology used as a reference for many studios still today. The enemies are capable of using the environment very cleverly, finding cover behind tables, tipping bookshelves, opening doors, crashing through windows, and so on.