artificial intelligence in video games: a love story
DESCRIPTION
My talk from COIDEV 2014TRANSCRIPT
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A Love StoryArtificial Intelligence in Video Games
Damián Isla, Co-Founder / Tech / The Molasses Flood
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Today
What is [Game] A.I.?
Plus: A Couple Fundamental Truths
Where does A.I. Live?
Further Thoughts
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WHAT IS [GAME] A.I.?
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A.I. = Artificial Intelligence
Generally
Make computers smart (primary)
Make computers think like humans (secondary)
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Early A.I.
“Within a generation ... the problem of creating 'artificial intelligence' will substantially be solved.”
- Marvin Minsky
“Machines will be capable, within twenty years, of doing any work a man can do.”
- Herbert Simon
1967
1965
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Fundamental Truth:
The hard stuff is easy, and the easy stuff is hard
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Today AI
VisionRobotics / Control
Machine Learning
Data Mining
NLP
Planning
Applied Statistics
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But What is Game A.I.?
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Point 1
AI is about making computers smart.
Game AI is about making computers fun.
Smart is often not fun.
Fun is often not smart.
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Point 2
Game AI is tightly interwoven with Game Design
AI is the gameplay.
1. AI coders need great design intuition, OR2. Designers need to be able to code, OR3. We need great tools for designers to express
behavior
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Point 3
Game AI benefits from lots and lots of content.
If it looks and moves right, players think it’s smart.
If it looks or moves wrong, players think it’s dumb.
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Fundamental Truth:
The hard stuff is easy, and the easy stuff is hard
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Fundamental Truth:
90% of the effort is spent on the “easy” stuff.
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WHERE DOES A.I. LIVE?
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1 Character
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Adversaries
Halo 2Bungie/Microsoft
Pac ManNamco
Alien: IsolationThe Creative Assembly
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Adversaries
Workable Designer and engineer can author and maintain lots of “A.I.
content”.
Coherent A.I. seems alive Focused attention, priorities
Transparent player can explain and interpret actions player can predict
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Companions
Half-Life 2Valve
Bioshock: InfiniteIrrational Games / 2K
Last Of UsNaughty Dog
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Bioshock: InfiniteIrrational Games / 2K
http://youtu.be/2viudg2jsE8?t=10m46s
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1 Character
2 Squad
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Squads
FIFA 13EA Sports
Brothers in Arms: Hell’s HighwayGearbox
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Player Approach
Generator 1 Generator 2
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Player Approach
Generator 1 Generator 2
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1 Character
2 Squad
3 Crowd
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Crowds
Assassin’s Creed: UnityUbisoft
Grand Theft Auto VRockstar Games
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Crowds
Aggregate Dynamics for Dense Crowd SimulationNarain et al. University of North Carolina at Chapel Hill
http://youtu.be/pqBSNAOsMDc
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1 Character
2 Squad
3 Crowd
4 Strategy
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Strategy
Total War: Rome IIIntroversion
StarCraft IIBlizzard
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Strategy
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1 Character
2 Squad
3 Crowd
4 Strategy
5 Societies
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Societies
SimCity 2013Maxis / EA
Civilization VFiraxis
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Societies
Civilization IVFiraxis
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1 Character
2 Squad
3 Crowd
4 Strategy
6 Player Modeling
5 Societies
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Player Modeling
Forza 5Turn 10 Studios / Microsoft
This is FootballSony
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Player Modeling
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Player Modeling
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1 Character
2 Squad
3 Crowd
4 Strategy
6 Player Modeling
5 Societies
7 Procedural Generation
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Procedural Generation
MinecraftMojang
No Man’s SkyHello Games
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Procedural Narrative
<Versu>
FaçadeMichael Mateas and Andrew Stern
VersuLittle Text People
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1 Character
2 Squad
3 Crowd
4 Strategy
6 Player Modeling
5 Societies
8 Analytics & Big Data
7 Procedural Generation
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Analytics & Big Data
League of LegendsRiot Games
FarmvilleZynga
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Analytics & Big Data
League of Legends (Oct 2013)
32.5 Million daily
1.3 Billion hours played per month
Farmville 2 (Dec 2012)
40 Million Monthly
8 Million Daily
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Analytics & Big Data
A/B Testing
Log /Transcript Analysis
Population Clustering / Segmentation
etc.
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CONCLUSIONS
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Why I Do This
AI is Applied Research
Wide variety of challenges
Central to the player experience
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History Repeats Itself
Game AI is recapitulating Academic AI
The Field is Fragmenting
Incorporating more statistical techniques
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Questions?
Damian Isla@damian_isla