Wednesday, February 9, 2011

Artifical Intelligence in Gaming


Game artificial intelligence refers to techniques used in computer and video games to produce the illusion of intelligence in the behavior of non-player characters (NPCs). The techniques used typically draw upon existing methods from the field of artificial intelligence (AI). However, the term game AI is often used to refer to a broad set of algorithms that also include techniques from control theory, robotics, computer graphics and computer science in general.
Since game AI is centered on appearance of intelligence and good gameplay, its approach is very different from that of traditional AI; hacks and cheats are acceptable and, in many cases, the computer abilities must be toned down to give human players a sense of fairness. This, for example, is true in first-person shooter games, where NPCs' otherwise perfect aiming would be beyond human skill.
The 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 was 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. These developments ultimately allow for a more complex form of play. 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. 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. Unlike a human player the AI must be programmed for all the possible scenarios. This severely limits its ability to surprise the player.


Making Computer Chess Scientific. By John McCarthy. "I complained in my Science review  of Monty Newborn's Deep Blue vs. Kasparov that the tournament oriented work on computer chess was not contributing as much to the science of AI as it should. AI has two tools for tackling problems. One is to use methods observed in humans, often observed only by introspection, and the other is to invent methods using ideas of computer science without worrying about whether humans do it this way. Chess programming employs both. Introspection is an unreliable way of determining how humans think, but introspectively suggested methods are valid as AI if they work.Much of the mental computation done by chess players is invisible to the player and to outside observers. Patterns in the position suggest what lines of play to look at, and the pattern recognition processes in the human mind seem to be invisible to that mind. However, the parts of the move tree that are examined are consciously accessible.It is an important advantage of chess as a Drosophila for AI that so much of the thought that goes into human chess play is visible to the player and even to spectators."


"Alexander Kronrod, a Russian AI researcher, said 'Chess is the Drosophila of AI.' He was making an analogy with geneticists' use of that fruit fly to study inheritance. Playing chess requires certain intellectual mechanisms and not others. Chess programs now play at grandmaster level, but they do it with limited intellectual mechanisms compared to those used by a human chess player, substituting large amounts of computation for understanding. Once we understand these mechanisms better, we can build human-level chess programs that do far less computation than do present programs. Unfortunately, the competitive and commercial aspects of making computers play chess have taken precedence over using chess as a scientific domain. It is as if the geneticists after 1910 had organized fruit fly races and concentrated their efforts on breeding fruit flies that could win these races."




Mastering the Game: A History of Computer Chess. An online exhibit from the Computer History Museum. "The history of computer chess is a five-decade long quest to solve a difficult intellectual problem. The story starts in the earliest days of computing and reflects the general advances in hardware and software over this period. This on-line exhibition contains documents, images, artifacts, oral histories, moving images and software related to computer chess from 1945 to 1997





How Chess Computers Work. By Marshall Brain for HowStuffWorks. "If you were to fully develop the entire tree for all possible chess moves, the total number of board positions is about 1, 000, 000, 000, 000, 000,000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, or 10120, give or take a few. That's a very big number. For example, there have only been 1026 nanoseconds since the Big Bang. There are thought to be only 1075 atoms in the entire universe. When you consider that the Milky Way galaxy contains billions of suns, and there are billions of galaxies, you can see that that's a whole lot of atoms. That number is dwarfed by the number of possible chess moves. Chess is a pretty intricate game! No computer is ever going to calculate the entire tree. What a chess computer tries to do is generate the board-position tree five or 10 or 20 moves into the future."

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R.Surender Naik

1 comments:

Tejuteju said...

Excellent article. Very interesting to read. I really love to read such a nice article. Thanks! keep rocking.Data Science Online Training Bangalore

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