practical ai in games

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COPYRIGHT 2016 @ UNITY TECHNOLOGIES

PRACTICAL AI IN GAMES

Renaldas Zioma Unity Technologies

(INTRO LEVEL)

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INTRO• Why graphics programmer is talking about AI?

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NO AI IN GAMES!• No “intelligence”

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NO AI IN GAMES!• No “intelligence”

• This statement is 99% true

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NO AI IN GAMES!• No “intelligence”

• This statement is 99% true • Behaviors are predefined - game does not learn!

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NO AI IN GAMES!• No “intelligence”

• This statement is 99% true • Behaviors are predefined - game does not learn!

• … but going to change soon-ish

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

WHY?

• Hard!

 

Chess• Average branching factor = 35• Average depth = 80• Search space = 1080.

Go• Branching factor = 250• Average depth = 150

• Search space = 10360

• Branching factor = 3050 to 30200 !!!• Average Depth = ???• Search space =

Starcraft

💣 💣 💣

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

AND NOT REALLY THE POINT!• AI is not to “solve” your game

• Entertain player

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

DESIGN PRINCIPLES• Fun - instead of “just hard”

• Competence

• Autonomy

• Relatedness

• Immersion

• Presence

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

• Responsive - because slow feels “stupid”

DESIGN PRINCIPLES

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

DESIGN PRINCIPLES

• Relatable - if player does not understand that NPC is “smart”, you just wasted your time

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

DESIGN PRINCIPLES• Fun - instead of “just hard”

• Responsive - slow feels “stupid”

• Relatable - if player does not understand that NPC is “smart”, you just wasted your time

• Player should feel “smart” - not AI or you!

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

DESIGN PRINCIPLES• Fun, Responsive, Relatable

• Player should feel “smart”

• AI is a tool for game designer!

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

PERFORMANCE

• You have 3 ms for AI !!!

• Graphics, physics, audio - first, because crucial for immersion • GPU does NOT do all graphics work!

• AI usually is time sliced - executed over several frames

1 second = 1000 ms

30 FPS = 1000 / 30 = ~33 ms

60 FPS = 1000 / 60 = ~16 ms

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

AI “STACK”• Example from Robotics • Autonomous Car Architecture

Navigation

Behavior Planner

Driver

Motion Planner

Trajectory Planner

2Hz

60Hz

10Hz

5Hz

1Hz

Fine

r sca

leC

oars

er s

cale

Nicolas MeuleauUnity Technologies

exApple, exNASADirector of AI Research

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

AI “STACK”• Games

Navigation

Animation controller

Trajectory, Steering

Behavior

2Hz

60Hz

10Hz

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NAVIGATION = PATHFINDING• Grid • Navigation Mesh (“NavMesh”) • Waypoint Graph

Navigation

Animation controller

Trajectory

Behavior

2Hz

60Hz

10Hz

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

GRID

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NAVMESH

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

WAYPOINT GRAPH

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

GRID• Pros

• easy • strategy games

• Cons • flat • dense, takes memory

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NAVMESH• Pros

• 3D • average memory footprint • many genres

• Cons • hard to construct

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

WAYPOINT GRAPH• Pros

• designer control • low memory footprint

• Cons • manual work

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

COMMON PROBLEMS• Static world

• dynamic obstacles are easier to support with grid

• Actor size is predefined

• Fast moving actors with steering constraints • wheeled vehicles

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

COMMON SOLUTIONS• Delegate solution to lower-level systems

• steering for dynamic obstacle avoidance

• Several data structures • different data structures can co-exist • several copies with different parameters

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

STEERING

Navigation

Animation controller

Trajectory, Steering

Behavior

2Hz

60Hz

10Hz

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

STEERING• Path simplification

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

STEERING• Path simplification

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

• Path simplification • Dynamic object avoidance

STEERING

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

STEERING

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

BEHAVIOR

Navigation

Animation controller

Trajectory

Behavior

2Hz

60Hz

10Hz

• State Machine • Behavior Tree • Utility AI

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

FINITE STATE MACHINE = FSM

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

FINITE STATE MACHINE

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

FINITE STATE MACHINE

public class AttackBehaviour : StateMachineBehaviour{

public float power = 1.0f;public GameObject particle;private GameObject newParticle;override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){

newParticle = Instantiate(particle, …Rigidbody particlePhysicalBody = newParticle.GetComponent<Rigidbody>();particlePhysicalBody.AddExplosionForce(power, animator.rootPosition, …

}override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){

Destroy(newParticle);}override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex){

Debug.Log(“Attacking every frame!!!");}

// . . .

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

FINITE STATE MACHINE

• Pros • easy • visual

• Cons • complex behavior gets messy!

• Hierarchical FSM helps • hardcoded decisions

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

PACMAN

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

PACMAN

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

PACMAN

Navigation

Animation

Steering

Behavior

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

PACMAN• I felt it would be too stressful for a human […] to be continually surrounded and

hunted down. So I created the monsters’ invasions to come in waves. They’d attack and then they’d retreat. As time went by they would regroup, attack, and disperse again. It seemed more natural than having constant attack.

- Toru Iwatani, Pac-Man creator

• Just before ghosts turn a corner, their eyes move to point in the new direction of movement

- Ghost Pshychology, www.webpacman.com

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

PACMAN

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

•追いかけ, oikake - “chaser” •待ち伏せ, machibuse -“ambusher” •気紛れ, kimagure - “moody” •お惚け, otoboke - “feigning ignorance”

PACMAN

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

GHOST STATEMACHINE

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

PACMAN

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

BEHAVIOR TREE = BT

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

BEHAVIOR TREE• Selector • Sequence • Action

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

BEHAVIOR TREE

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

BEHAVIOR TREE• Pros

• better at complexity than FSM • used in many games: Halo, Bioshock, Crysis, Spore

• Cons • large BT can get slow • hardcoded decisions

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

UTILITY AI

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

UTILITY AI

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

UTILITY AI

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

UTILITY AI

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

UTILITY AI• Pros

• can achieve “smarter” behavior than BT • Killzone, Sims, Civilization

• Cons • can be hard to design scorers and debug • some loss of designer control • still pretty hardcoded logic

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

FSM / BT / UTILITY HOW TO CHOOSE?• Pick approach you are most comfortable with

• Pick the simplest tool that will make job done

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

PLAN AHEAD

• FSM, BT, Utility AI - reactive • only reacts to current situation • no planning

• Deliberate AI • plans ahead

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

INFLUENCE MAPS• Add Behavior related

information to path planning

• Simple way to plan for actions ahead • piggy-back pathfinding code

• Better decisions

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

INFLUENCE MAPS• Types of data:

• covers • distance to enemies • distance to power-ups • heatmaps • etc…

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FUTURE

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

FUTURE• Intelligence in AI • Bluffing • Learning

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between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

FUTURE• More Planning ahead • Machine Learning

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

PLANNING IN GAME AI• Goal Oriented Action Planning

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

GOAP• Games: F.E.A.R, S.T.A.L.K.E.R, Fallout 3, Just Cause 2

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

GOAP• Pros

• better decisions • emergent gameplay

• Cons • performance! worse than NP-hard! • loss of designer control • so far didn’t became common approach

• maybe needs better tools

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

BIOLOGICAL BRAIN• Consists of Neurons

• Ultra low power consumption

• Both DIGITAL and ANALOG!

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NEURON• Can compute • Can learn • Can generate patterns

• Form networks - highly interconnected • Very parallel - but single one is relatively slow

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NEURON• Both digital and analog! • Working principle includes 3 things at once:

• Electrical • Bio-mechanical • Chemical

• IMHO in the 21st century you must study some neuroscience! DO IT!

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NEURON, APPROXIMATELY• Sums up weighted inputs • Makes binary decision • Sends to connected neurons

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

HARDWARE

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

TPU• Tensor Processing Unit • Google

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

TPU• Server running AlphaGO • Won against Lee Sedol

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

FPGA• Field Programmable Gate Array

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

DATA FLOW PROCESSORS• Some prototypes - neuFlow

• Used for Convolutional Networks for vision

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NEUROMORPHIC CHIPS• IBM TrueNorth

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

NEUROMORPHIC CHIPS

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

TRUE NORTH

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

CEREBRAL ORGANOIDS• Madeline Lancaster, Cambridge MRC Lab

• since 2014 • Small artificially grown biological brains!

• ~4 million neurons

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

CEREBRAL ORGANOIDS• Easier way to study and learn from real “intelligence”

• Eventually will be connected to computers • biological AI co-processor

The Summer of Deep Learning

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Text Styles

between levels

Level 1 = Bullet 24 pt. Level 2 = Bullet 24 pt. Level 3 = Bullet 20 pt. Level 4 = Bullet 18 pt. Level 5 = Bullet 16 pt.

again, use SHIFT + TAB

Alternatively,

BACK TO GAME AI• Machine Learning is more like Intuition

• Planning is more like Reason

• Need both

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