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video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s,
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machine A machine is a physical system using Power (physics), power to apply Force, forces and control Motion, moveme ...
(AI) is used to generate responsive, adaptive or intelligent behaviors primarily in
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
s (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the
golden age of arcade video games The golden age of arcade video games was the period of rapid growth, technological development and cultural influence of arcade video games, from the late 1970s to the early 1980s. The period began with the release of ''Space Invaders'' in 1978, ...
the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and
decision trees A decision tree is a decision support tool that uses a tree-like model of decisions and their possible consequences, including chance event outcomes, resource costs, and utility. It is one way to display an algorithm that only contains cond ...
to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes is depicted to be the case, mean a realization of an artificial person corresponding to an NPC in the manner of the
Turing test The Turing test, originally called the imitation game by Alan Turing in 1950, is a test of a machine's ability to exhibit intelligent behaviour equivalent to, or indistinguishable from, that of a human. Turing proposed that a human evaluato ...
or an
artificial general intelligence Artificial general intelligence (AGI) is the ability of an intelligent agent to understand or learn any intellectual task that a human being can. It is a primary goal of some artificial intelligence research and a common topic in science fict ...
.


Overview

The term "game AI" is used to refer to a broad set of
algorithm In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing ...
s that also include techniques from
control theory Control theory is a field of mathematics that deals with the control of dynamical systems in engineered processes and machines. The objective is to develop a model or algorithm governing the application of system inputs to drive the system to a ...
,
robotics Robotics is an interdisciplinarity, interdisciplinary branch of computer science and engineering. Robotics involves design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist human ...
,
computer graphics Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal ...
and
computer science Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to practical disciplines (includin ...
in general, and so video game AI may often not constitute "true AI" in that such techniques do not necessarily facilitate computer learning or other standard criteria, only constituting "automated computation" or a predetermined and limited set of responses to a predetermined and limited set of inputs. Many industries and corporate voices claim that so-called video game AI has come a long way in the sense that it has revolutionized the way humans interact with all forms of technology, although many expert researchers are skeptical of such claims, and particularly of the notion that such technologies fit the definition of "intelligence" standardly used in the cognitive sciences. Industry voices make the argument that AI has become more versatile in the way we use all technological devices for more than their intended purpose because the AI allows the technology to operate in multiple ways, allegedly developing their own personalities and carrying out complex instructions of the user. However, people in the field of AI have argued that video game AI is not true intelligence, but an advertising buzzword used to describe computer programs that use simple sorting and matching algorithms to create the illusion of intelligent behavior while bestowing software with a misleading aura of scientific or technological complexity and advancement. Since game AI for NPCs is centered on appearance of intelligence and good gameplay within environment restrictions, its approach is very different from that of traditional AI.


History

Game playing was an area of research in AI from its inception. One of the first examples of AI is the computerized game of
Nim Nim is a mathematical two player game. Nim or NIM may also refer to: * Nim (programming language) * Nim Chimpsky, a signing chimpanzee Acronyms * Network Installation Manager, an IBM framework * Nuclear Instrumentation Module * Negative index met ...
made in 1951 and published in 1952. Despite being advanced technology in the year it was made, 20 years before
Pong ''Pong'' is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan A ...
, the game took the form of a relatively small box and was able to regularly win games even against highly skilled players of the game. In 1951, using the
Ferranti Mark 1 The Ferranti Mark 1, also known as the Manchester Electronic Computer in its sales literature, and thus sometimes called the Manchester Ferranti, was produced by British electrical engineering firm Ferranti Ltd. It was the world's first commer ...
machine of the
University of Manchester The University of Manchester is a public university, public research university in Manchester, England. The main campus is south of Manchester city centre, Manchester City Centre on Wilmslow Road, Oxford Road. The university owns and operates majo ...
,
Christopher Strachey Christopher S. Strachey (; 16 November 1916 – 18 May 1975) was a British computer scientist. He was one of the founders of denotational semantics, and a pioneer in programming language design and computer time-sharing.F. J. Corbató, et al., ...
wrote a
checkers Checkers (American English), also known as draughts (; British English), is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers ...
program and Dietrich Prinz wrote one for
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
. These were among the first computer programs ever written.
Arthur Samuel Arthur Lee Samuel (December 5, 1901 – July 29, 1990) was an American pioneer in the field of computer gaming and artificial intelligence. He popularized the term "machine learning" in 1959. The Samuel Checkers-playing Program was among the wo ...
's checkers program, developed in the middle 50s and early 60s, eventually achieved sufficient skill to challenge a respectable amateur. Work on checkers and chess would culminate in the defeat of
Garry Kasparov Garry Kimovich Kasparov (born 13 April 1963) is a Russian chess Grandmaster (chess), grandmaster, former World Chess Champion, writer, political activist and commentator. His peak Elo rating system, rating of 2851, achieved in 1999, was the hi ...
by IBM's
Deep Blue Deep Blue may refer to: Film * '' Deep Blues: A Musical Pilgrimage to the Crossroads'', a 1992 documentary film about Mississippi Delta blues music * ''Deep Blue'' (2001 film), a film by Dwight H. Little * ''Deep Blue'' (2003 film), a film us ...
computer in 1997. The first
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s developed in the 1960s and early 1970s, like ''
Spacewar! ''Spacewar!'' is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the Mas ...
'', ''
Pong ''Pong'' is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released in 1972. It was one of the earliest arcade video games; it was created by Allan A ...
'', and '' Gotcha'' (1973), were games implemented on
discrete logic A logic gate is an idealized or physical device implementing a Boolean function, a logical operation performed on one or more binary inputs that produces a single binary output. Depending on the context, the term may refer to an ideal logic gate ...
and strictly based on the competition of two players, without AI. Games that featured a single player mode with enemies started appearing in the 1970s. The first notable ones for the arcade appeared in 1974: the
Taito is a Japanese company that specializes in video games, toys, arcade cabinets and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, vending machines and jukeboxes into Japan. It ...
game '' Speed Race'' (
racing video game Racing games are a video game genre in which the player participates in a racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more realistic rac ...
) and the Atari games '' Qwak'' (duck hunting
light gun shooter Light gun shooter, also called light gun game or simply gun game, is a shooter video game genre in which the primary design element is to simulate a shooting gallery by having the player aiming and discharging a gun-shaped controller at a s ...
) and '' Pursuit'' ( fighter aircraft dogfighting simulator). Two text-based computer games from 1972, '' Hunt the Wumpus'' and ''
Star Trek ''Star Trek'' is an American science fiction media franchise created by Gene Roddenberry, which began with the eponymous 1960s television series and quickly became a worldwide pop-culture phenomenon. The franchise has expanded into vario ...
'', also had enemies. Enemy movement was based on stored patterns. The incorporation of
microprocessor A microprocessor is a computer processor where the data processing logic and control is included on a single integrated circuit, or a small number of integrated circuits. The microprocessor contains the arithmetic, logic, and control circu ...
s 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 is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed to the Midway division of Bally for overseas distribution. ''Space Invaders'' was the first fixed shooter and ...
'' (1978), which sported an increasing difficulty level, distinct movement patterns, and in-game events dependent on
hash function A hash function is any function that can be used to map data of arbitrary size to fixed-size values. The values returned by a hash function are called ''hash values'', ''hash codes'', ''digests'', or simply ''hashes''. The values are usually ...
s based on the player's input. ''
Galaxian is a 1979 fixed shooter arcade video game developed and published by Namco. The player assumes control of the Galaxip starfighter in its mission to protect Earth from waves of aliens. Gameplay involves destroying each formation of aliens, who ...
'' (1979) added more complex and varied enemy movements, including maneuvers by individual enemies who break out of formation. ''
Pac-Man originally called ''Puck Man'' in Japan, is a 1980 maze video game, maze action game, action video game developed and released by Namco for Arcade game, arcades. In North America, the game was released by Midway Manufacturing as part of its l ...
'' (1980) introduced AI patterns to
maze games Maze game is a video game genre description first used by journalists during the 1980s to describe any game in which the entire playing field is a maze. Quick player action is required to escape monsters, outrace an opponent, or navigate the ma ...
, with the added quirk of different personalities for each enemy. '' Karate Champ'' (1984) later introduced AI patterns to
fighting game A fighting game, also known as a versus fighting game, is a genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as blocking, grappling, counter-attacking, and chaining atta ...
s. ''
First Queen First or 1st is the ordinal form of the number one (#1). First or 1st may also refer to: *World record, specifically the first instance of a particular achievement Arts and media Music * 1$T, American rapper, singer-songwriter, DJ, and reco ...
'' (1988) was a tactical
action RPG An action role-playing game (often abbreviated action RPG or ARPG) is a subgenre of video games that combines core elements from both the action game and role-playing genre. Definition The games emphasize real-time combat where the player h ...
which featured characters that can be controlled by the computer's AI in following the leader.
Translation
The
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
'' Dragon Quest IV'' (1990) introduced a "Tactics" system, where the user can adjust the AI routines of
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster ...
s during battle, a concept later introduced to the
action role-playing game An action role-playing game (often abbreviated action RPG or ARPG) is a subgenre of video games that combines core elements from both the action game and role-playing genre. Definition The games emphasize real-time combat where the playe ...
genre by '' Secret of Mana'' (1993). Games like '' Madden Football'', '' Earl Weaver Baseball'' and '' Tony La Russa Baseball'' all based their AI in an attempt to duplicate on the computer the coaching or managerial style of the selected celebrity. Madden, Weaver and La Russa all did extensive work with these game development teams to maximize the accuracy of the games. Later sports titles allowed users to "tune" variables in the AI to produce a player-defined managerial or coaching strategy. The emergence of new game genres in the 1990s prompted the use of formal AI tools like
finite state machines A finite-state machine (FSM) or finite-state automaton (FSA, plural: ''automata''), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number o ...
.
Real-time strategy Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to pla ...
games taxed the AI with many objects, incomplete information, pathfinding problems, real-time decisions and economic planning, among other things. The first games of the genre had notorious problems. '' Herzog Zwei'' (1989), for example, had almost broken pathfinding and very basic three-state state machines for unit control, and '' Dune II'' (1992) attacked the players' base in a beeline and used numerous cheats. Later games in the genre exhibited more sophisticated AI. Later games have used bottom-up AI methods, such as the emergent behaviour and evaluation of player actions in games like ''
Creatures Creature often refers to: * An animal, monster, or Extraterrestrial life, alien Creature or creatures may also refer to: Film and television * Creature (1985 film), ''Creature'' (1985 film), a 1985 science fiction film by William Malone * Creat ...
'' or ''
Black & White Black-and-white (B&W or B/W) images combine black and white in a continuous spectrum, producing a range of shades of grey. Media The history of various visual media began with black and white, and as technology improved, altered to color. H ...
''. Façade (interactive story) was released in 2005 and used interactive multiple way dialogs and AI as the main aspect of game. Games have provided an environment for developing artificial intelligence with potential applications beyond gameplay. Examples include
Watson Watson may refer to: Companies * Actavis, a pharmaceutical company formerly known as Watson Pharmaceuticals * A.S. Watson Group, retail division of Hutchison Whampoa * Thomas J. Watson Research Center, IBM research center * Watson Systems, make ...
, a
Jeopardy! ''Jeopardy!'' is an American game show created by Merv Griffin. The show is a quiz competition that reverses the traditional question-and-answer format of many quiz shows. Rather than being given questions, contestants are instead given ge ...
-playing computer; and the
RoboCup RoboCup is an annual international robotics competition founded in 1996 by a group of university professors (including Hiroaki Kitano, Manuela M. Veloso, and Minoru Asada). The aim of the competition is to promote robotics and AI research by of ...
tournament, where robots are trained to compete in soccer.


Views

Many experts complain that the "AI" in the term "game AI" overstates its worth, as game AI is not about
intelligence Intelligence has been defined in many ways: the capacity for abstraction, logic, understanding, self-awareness, learning, emotional knowledge, reasoning, planning, creativity, critical thinking, and problem-solving. It can be described as the ...
, 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 Strong artificial intelligence may refer to: "Strong Artificial Intelligence (AI) is an artificial intelligence that constructs mental abilities, thought processes, and functions that are impersonated from the human brain. It is more of a phil ...
that can reason, "game AI" often consists of a half-dozen rules of thumb, or
heuristics A heuristic (; ), or heuristic technique, is any approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect, or rational, but is nevertheless sufficient for reaching an immediate, ...
, that are just enough to give a good gameplay experience. Historically, academic game-AI projects have been relatively separate from commercial products because the academic approaches tended to be simple and non-scalable. 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 Cheating generally describes various actions designed to subvert rules in order to obtain unfair advantages. This includes acts of bribery, cronyism and nepotism in any situation where individuals are given preference using inappropriate cri ...
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 cheat. 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.


Usage


In computer simulations of board games

*
Computer chess Computer chess includes both hardware (dedicated computers) and software capable of playing chess. Computer chess provides opportunities for players to practice even in the absence of human opponents, and also provides opportunities for analysi ...
* Computer shogi * Computer Go * Computer checkers * Computer Othello * Computer poker players * Akinator * Computer Arimaa * Logistello, which plays
Reversi Reversi is a strategy board game for two players, played on an 8×8 uncheckered board. It was invented in 1883. Othello, a variant with a fixed initial setup of the board, was patented in 1971. Basics There are sixty-four identical game pieces ...
* Rog-O-Matic, which plays
Rogue A rogue is a person or entity that flouts accepted norms of behavior. Rogue or rogues may also refer to: Companies * Rogue Ales, a microbrewery in Newport, Oregon * Rogue Arts, a film production company * Rogue Entertainment, a software com ...
* Computer players of Scrabble * A variety of board games in the Computer Olympiad * General game playing *
Solved game A solved game is a game whose outcome (win, lose or draw) can be correctly predicted from any position, assuming that both players play perfectly. This concept is usually applied to abstract strategy games, and especially to games with full informa ...
s have a computer strategy which is guaranteed to be optimal, and in some cases force a win or draw.


In modern video games

Game AI/heuristic algorithms are used in a wide variety of quite disparate fields inside a game. The most obvious is in the control of any NPCs in the game, although "scripting" (
decision tree A decision tree is a decision support tool that uses a tree-like model of decisions and their possible consequences, including chance event outcomes, resource costs, and utility. It is one way to display an algorithm that only contains co ...
) is currently the most common means of control. These handwritten decision trees often result in "artificial stupidity" such as repetitive behavior, loss of immersion, or abnormal behavior in situations the developers did not plan for. Pathfinding, another common use for AI, is widely seen in
real-time strategy Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to pla ...
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 The fog of war (german: links=no, Nebel des Krieges) is the uncertainty in situational awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, ...
".Yannakakis, G. N. (2012, May). Game AI revisited. In Proceedings of the 9th conference on Computing Frontiers (pp. 285–292). ACM. Commercial videogames often use fast and simple "grid-based pathfinding", wherein the terrain is mapped onto a rigid grid of uniform squares and a pathfinding algorithm such as A* or
IDA* Iterative deepening A* (IDA*) is a graph traversal and path search algorithm that can find the shortest path between a designated start node and any member of a set of goal nodes in a weighted graph. It is a variant of iterative deepening depth ...
is applied to the grid. Instead of just a rigid grid, some games use irregular polygons and assemble a
navigation mesh A navigation mesh, or navmesh, is an abstract data structure used in artificial intelligence applications to aid agents in pathfinding through complicated spaces. This approach has been known since at least the mid-1980s in robotics, where it h ...
out of the areas of the map that NPCs can walk to. As a third method, it is sometimes convenient for developers to manually select "waypoints" that NPCs should use to navigate; the cost is that such waypoints can create unnatural-looking movement. In addition, waypoints tend to perform worse than navigation meshes in complex environments.Cui, X., & Shi, H. (2011). A*-based pathfinding in modern computer games. International Journal of Computer Science and Network Security, 11(1), 125-130. Beyond static pathfinding,
navigation Navigation is a field of study that focuses on the process of monitoring and controlling the movement of a craft or vehicle from one place to another.Bowditch, 2003:799. The field of navigation includes four general categories: land navigation, ...
is a sub-field of Game AI focusing on giving NPCs the capability to navigate in a dynamic environment, finding a path to a target while avoiding collisions with other entities (other NPC, players...) or collaborating with them (group navigation). Navigation in dynamic strategy games with large numbers of units, such as
Age of Empires ''Age of Empires'' is a series of historical real-time strategy video games, originally developed by Ensemble Studios and published by Xbox Game Studios. The first game was ''Age of Empires'', released in 1997. Nine total games within the ser ...
(1997) or