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In The Name Of God
Video Game Development
Amin Babadi
Department of Electrical and Computer Engineering
Isfahan University of Technology
Spring 2015
Fundamental AI Technologies
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Outline
 What is artificial intelligence?
 Types of AI
 Structure of an AI system
 Specific technologies
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Artificial Intelligence
 What is AI?
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Artificial Intelligence
 What is AI?
o "AI is the computer simulation of intelligent behavior.“
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Artificial Intelligence
 What is AI?
o "AI is the computer simulation of intelligent behavior.“
 What does “intelligence” mean?
o “Behavior that exhibits great ability to adapt and solve complex
problems,“ or
o "behavior that is close to that of humans"?
 Do we want artificial intelligence or artificial stupidity?!
 Game AI consists of techniques used to produce the illusion of
intelligence in the behavior of non-playable characters (NPCs).
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Artificial Intelligence
 Take, for example, one of the classic AI problems-finding a
route from point A to point B that avoids obstacles.
 Many algorithms exist to solve this problem with varying
degrees of success.
Comparison between A* and a human path finder. Left: initial problem. Middle: human. Right: A*
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Artificial Intelligence
 So clearly, game AI is a balance between generating behavior
that is both highly evolved and sophisticated, and behavior
that is more or less human.
 Several techniques can be used to ensure that our AIs are not
just "problem solving robots“.
 AIs must be lifelike entities that provide just the right amount
of complexity to be challenging and engaging, but not more
than that.
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Structure of an AI System
 Let’s looking inside a single AI entity.
 Fundamentally, AI systems come in two flavors.
1. Virtual characters
2. Abstract controllers
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1. Virtual Characters
 These are usually enemies, but can also be non-playable
characters.
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2. Abstract Controllers
 Take a strategy game, for example.
 Who provides the tactical reasoning?
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2. Abstract Controllers
 Take a strategy game, for example.
 Who provides the tactical reasoning?
o A strategy game needs an additional entity that acts like the master
controller of the CPU side of the battle.
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Structure of an AI System
 What are main elements of an AI system?
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Structure of an AI System
 What are main elements of an AI system?
1. A sensor or input system
2. A working memory
3. A reasoning/analysis core
4. An action/output system
 Let's briefly discuss each element of the structure.
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1. Sensing the World
 All AIs need to be aware of their surroundings.
 What should be sensed and how?
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1. Sensing the World
 All AIs need to be aware of their surroundings.
 What should be sensed and how?
o It largely depends on the type of game you are creating.
 let's compare the individual-level AI for a game like Quake to
the abstract controller from Age of Empires.
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Quake
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Quake
 In Quake, an individual enemy needs to know:
o Where is the player and where is he looking?
o What is the geometry of the surroundings?
o Sometimes, which weapons am I using and which is he using?
 In such a game, the visual system is a gross simplification of
the human one.
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Age of Empires
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Age of Empires
 In Age of Empires, the master controller needs to know:
o What is the balance of power in each subarea of the map?
o How much of each type of resource do I have?
o What is the breakdown of unit types: infantry, cavalry, and so on?
o What is my status in terms of the technology tree?
o What is the geometry of the game world?
 These are not simple tests at all!
 What’s the solution?
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2. Memory
 Storing AI data is often complex! (Why?)
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2. Memory
 Storing AI data is often complex! (Why?)
o The concepts being stored are not straightforward.
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2. Memory
 Storing AI data is often complex! (Why?)
o The concepts being stored are not straightforward.
 Which one is easier? An individual AI or a master controller?
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2. Memory
 Storing AI data is often complex! (Why?)
o The concepts being stored are not straightforward.
 Which one is easier? An individual AI or a master controller?
o An individual AI
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2. Memory
 Storing AI data is often complex! (Why?)
o The concepts being stored are not straightforward.
 Which one is easier? An individual AI or a master controller?
o An individual AI
 How do we store more abstract information, such as the
balance of power? And how about a path?
 Some of these data structures are nontrivial, and we will often
end up with case-by-case solutions, especially when coding a
master controller.
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3. Analysis/Reasoning Core
 The analysis/reasoning core is what people often think about
when they talk about AI.
 Popular methods for such tasks are finite state machines and
rule systems.
 Luckily, many games require only simple decision-making
processes.
 A lot of games praised for their great AI have been built with
relatively simple algorithms!
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4. Action/Output System
 It is essential to couple our AI routines with clever action
subroutines, so we get the feeling of real intelligence.
 In fact, many games exaggerate this action system much like
in a theater play, so the character's intentions are obvious and
personality is conveyed.
 Recall the Super Mario Bros game.
o All types of crazy creatures filled the game world.
o But if you separate logic from the actual actions, you'll discover that
these AIs were all very similar.
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Specific Technologies
 In the rest of this lecture, we will explore the four main AI
constructs most commonly used in game programming:
1. Finite state machines,
2. Rule systems,
3. State-space searches, and
4. Genetic algorithms.
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1. Finite State Machines (FSMs)
 It is also called deterministic finite automata (DFA) or simply
state machines or automata.
 An FSM is a formalism consisting of two sets:
o A set of states that represent the scenarios or configurations the AI
can be immersed in.
o A set of transitions that are conditions that connect two states in a
directed way.
 FSMs are the most popular technique used to create game
AIs.
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Example 1. A Simple FSM
 If you say something like the following, you will have created a
state machine:
o A dog is hungry.
o If you give him a bone, he will not be hungry anymore.
o He'll be quiet after eating the bone.
o And he'll become hungry after four hours of being quiet.
 Which sentences are states?
 Which sentences are transitions?
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Example 2. A Soldier FSM
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FSMs: Pros and Cons
 Pros:
o Intuitive to understand
o Easy to code
o Good performance
o Suitable for representing a broad range of behaviors
 Cons:
o Quick growth
o Scaling FSMs up is not always a trivial task.
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2. Parallel Automata
 The core idea of parallel automata is to divide our complex
behavior into different subsystems or layers, pretending that
the entity being modeled has several brains.
 Each sub-brain is assigned a simpler automata.
 Now let’s give a gun to our soldier!
o How many brains does he/she need?
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Example 3. Automata for Locomotion
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Example 3. Automata Controlling the Gun
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Example 3. Combined Automata
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Parallel Automata: Pros and Cons
 Pros:
o More control over complex AI systems
o Great to use to model those systems where we have simultaneous but
largely independent behaviors going on
 Cons:
o Not suitable when we have interconnections
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3. Synchronized FSMs
 Another addition to our FSM bag of tricks is implementing
inter-automata communications, so several of our AIs can
work together and, to a certain extent, cooperate.
 By doing so we can have enemies that attack in squads. While
one of them advances, the other provides coverage, and the
third one calls for help.
 Such an approach became very popular with the game Half-
Life, which was considered a quantum leap in action AI,
basically because of the team-based AI.
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3. Synchronized FSMs
 Notice, however, that synchronizing AIs is no silver bullet.
 The method we will use is not well suited for a full-blown
strategic game with complete faction-based AIs involving
dozens of entities.
o Rule systems (explained in the next section) are much better suited
for that purpose.
 Synchronizing AIs via FSMs is just a way to increase the
expressive potential of our AI, so we can have small teams
working in parallel.
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3. Synchronized FSMs
 At the core, synchronizing AIs involves a shared memory area
where all automata can write to and read data from.
 Whenever an AI wants to say something to the rest, it posts it
in the shared memory area.
 So others can browse the information; and if it is relevant to
them, they take it into consideration in their decision-making
process.
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3. Synchronized FSMs
 There are two common approaches to this task:
1. One is to use a message passing architecture, which involves sending
messages to those AIs we want to synchronize to.
2. The alternative and preferred method is to use a bulletin board
architecture, where we don't send dedicated messages, but instead
post our sync messages on a shared space (the bulletin board).
 Let's make a synchronized AI for a squad of three soldiers,
designed to attack an enemy in a coordinated manner.
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Example 4. Automata with no Synchronization
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Example 4. Fully Synchronized Automata
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4. Nondeterministic Automata
 Classic FSMs are deterministic.
o So the behavior of our AI entity will be totally predictable.
 This predictability gives the developer tight control, but is not
always desirable. (Why?)
 A limited degree of randomness can be added to the mix to
ensure that the AI will never become predictable.
 This kind of automata is usually called Nondeterministic Finite
Automata (NDFA).
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Example 5. NDFA for the Soldier
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5. Rule Systems (RSs)
 Finite state machines are a very convenient tool for designing
AIs.
 They can model different behaviors elegantly.
 But some phenomena are not easy to describe in terms of
states and transitions.
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Example 6. Simplified Automata for a Dog
 For example, imagine the following specs for a virtual dog:
o If I'm hungry and there's a bone nearby, I'll eat it.
o If I'm hungry (but there is no bone around), I will wander.
o If I'm not hungry, but I'm sleepy, I will sleep.
o If I'm not hungry and not sleepy, I'll bark and walk.
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5. Rule Systems (RSs)
 FSMs are well suited for behaviors that are:
o Local in nature (while we are in a certain state, only a few outcomes
are possible).
o Sequential in nature (we carry out tasks after other tasks depending
on certain conditions)
 Is the virtual dog local or not? What about sequential?
o Not local, not sequential
 All the dog actually does is act according to some priorities or
rules.
o Luckily, there is one way to model this kind of prioritized, global
behavior.
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5. Rule Systems (RSs)
 RS allows us to model many behaviors that are tricky to model
using FSMs.
 At the core of an RS, there is a set of rules that drive our AI's
behavior.
 Each rule has the form:
Condition ⟹ Action
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Example 6. A More Formal Specification
1. (Hungry) AND (Bone nearby) ⟹ Eat it
2. (Hungry) AND (No bone nearby) ⟹ Wander
3. (Not hungry) AND (Sleepy) ⟹ Sleep
4. (Not hungry) AND (Not sleepy) ⟹ Bark and walk
 The execution of an RS is really straightforward.
 We test the LHS of each expression (the conditions) in order,
and then execute the RHS (the action) of the first rule that is
activated.
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5. Rule Systems (RSs)
 RSs, as opposed to FSMs, provide a global model of behavior.
 RSs provide a better tool when we need to model behavior
that is based on guidelines.
 We model directions as rules, placing the more important
ones closer to the top of the list, so they are priority executed.
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Example 7. The Rule System for a Soldier
 Now imagine that we need to create the AI for a soldier in a
large squadron.
1. If in contact with an enemy ⟹ combat
2. If an enemy is closer than 10 meters and I'm stronger than
him ⟹ chase him
3. If an enemy is closer than 10 meters ⟹ escape him
4. If we have a command from our leader pending ⟹ execute it
5. If a friendly soldier is fighting and I have a ranged weapon
⟹ shoot at the enemy
6. Stay still
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Planning and Problem Solving
 FSMs and rule sets are very useful paradigms to model simple
behavior.
 However, both approaches are limited when it comes to
modeling other, more complex behaviors.
 How can we teach a computer how to play chess?
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6. State-space Search
 State-space search is a very powerful paradigm that can be
used to create strategies and plans.
 We propagate each possible move into the future and
evaluate its consequences.
 Many exploration algorithms exist for state-space problems.
o Some are blind search methods, some are heuristic search methods.
Video Game Development: Fundamental AI TechnologiesA. Babadi 54 of 55
Example 8. State-space Tree for Tic-tac-toe
Video Game Development: Fundamental AI TechnologiesA. Babadi 55 of 55
References
 Sanchez-Crespo’s textbook,
 Wikipedia, and
 Some other sources on the Internet.

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Video Game AI Fundamentals

  • 1. Video Game Development: Fundamental AI TechnologiesA. Babadi 1 of 55 In The Name Of God Video Game Development Amin Babadi Department of Electrical and Computer Engineering Isfahan University of Technology Spring 2015 Fundamental AI Technologies
  • 2. Video Game Development: Fundamental AI TechnologiesA. Babadi 2 of 55 Outline  What is artificial intelligence?  Types of AI  Structure of an AI system  Specific technologies
  • 3. Video Game Development: Fundamental AI TechnologiesA. Babadi 3 of 55 Artificial Intelligence  What is AI?
  • 4. Video Game Development: Fundamental AI TechnologiesA. Babadi 4 of 55 Artificial Intelligence  What is AI? o "AI is the computer simulation of intelligent behavior.“
  • 5. Video Game Development: Fundamental AI TechnologiesA. Babadi 5 of 55 Artificial Intelligence  What is AI? o "AI is the computer simulation of intelligent behavior.“  What does “intelligence” mean? o “Behavior that exhibits great ability to adapt and solve complex problems,“ or o "behavior that is close to that of humans"?  Do we want artificial intelligence or artificial stupidity?!  Game AI consists of techniques used to produce the illusion of intelligence in the behavior of non-playable characters (NPCs).
  • 6. Video Game Development: Fundamental AI TechnologiesA. Babadi 6 of 55 Artificial Intelligence  Take, for example, one of the classic AI problems-finding a route from point A to point B that avoids obstacles.  Many algorithms exist to solve this problem with varying degrees of success. Comparison between A* and a human path finder. Left: initial problem. Middle: human. Right: A*
  • 7. Video Game Development: Fundamental AI TechnologiesA. Babadi 7 of 55 Artificial Intelligence  So clearly, game AI is a balance between generating behavior that is both highly evolved and sophisticated, and behavior that is more or less human.  Several techniques can be used to ensure that our AIs are not just "problem solving robots“.  AIs must be lifelike entities that provide just the right amount of complexity to be challenging and engaging, but not more than that.
  • 8. Video Game Development: Fundamental AI TechnologiesA. Babadi 8 of 55 Structure of an AI System  Let’s looking inside a single AI entity.  Fundamentally, AI systems come in two flavors. 1. Virtual characters 2. Abstract controllers
  • 9. Video Game Development: Fundamental AI TechnologiesA. Babadi 9 of 55 1. Virtual Characters  These are usually enemies, but can also be non-playable characters.
  • 10. Video Game Development: Fundamental AI TechnologiesA. Babadi 10 of 55 2. Abstract Controllers  Take a strategy game, for example.  Who provides the tactical reasoning?
  • 11. Video Game Development: Fundamental AI TechnologiesA. Babadi 11 of 55 2. Abstract Controllers  Take a strategy game, for example.  Who provides the tactical reasoning? o A strategy game needs an additional entity that acts like the master controller of the CPU side of the battle.
  • 12. Video Game Development: Fundamental AI TechnologiesA. Babadi 12 of 55 Structure of an AI System  What are main elements of an AI system?
  • 13. Video Game Development: Fundamental AI TechnologiesA. Babadi 13 of 55 Structure of an AI System  What are main elements of an AI system? 1. A sensor or input system 2. A working memory 3. A reasoning/analysis core 4. An action/output system  Let's briefly discuss each element of the structure.
  • 14. Video Game Development: Fundamental AI TechnologiesA. Babadi 14 of 55 1. Sensing the World  All AIs need to be aware of their surroundings.  What should be sensed and how?
  • 15. Video Game Development: Fundamental AI TechnologiesA. Babadi 15 of 55 1. Sensing the World  All AIs need to be aware of their surroundings.  What should be sensed and how? o It largely depends on the type of game you are creating.  let's compare the individual-level AI for a game like Quake to the abstract controller from Age of Empires.
  • 16. Video Game Development: Fundamental AI TechnologiesA. Babadi 16 of 55 Quake
  • 17. Video Game Development: Fundamental AI TechnologiesA. Babadi 17 of 55 Quake  In Quake, an individual enemy needs to know: o Where is the player and where is he looking? o What is the geometry of the surroundings? o Sometimes, which weapons am I using and which is he using?  In such a game, the visual system is a gross simplification of the human one.
  • 18. Video Game Development: Fundamental AI TechnologiesA. Babadi 18 of 55 Age of Empires
  • 19. Video Game Development: Fundamental AI TechnologiesA. Babadi 19 of 55 Age of Empires  In Age of Empires, the master controller needs to know: o What is the balance of power in each subarea of the map? o How much of each type of resource do I have? o What is the breakdown of unit types: infantry, cavalry, and so on? o What is my status in terms of the technology tree? o What is the geometry of the game world?  These are not simple tests at all!  What’s the solution?
  • 20. Video Game Development: Fundamental AI TechnologiesA. Babadi 20 of 55 2. Memory  Storing AI data is often complex! (Why?)
  • 21. Video Game Development: Fundamental AI TechnologiesA. Babadi 21 of 55 2. Memory  Storing AI data is often complex! (Why?) o The concepts being stored are not straightforward.
  • 22. Video Game Development: Fundamental AI TechnologiesA. Babadi 22 of 55 2. Memory  Storing AI data is often complex! (Why?) o The concepts being stored are not straightforward.  Which one is easier? An individual AI or a master controller?
  • 23. Video Game Development: Fundamental AI TechnologiesA. Babadi 23 of 55 2. Memory  Storing AI data is often complex! (Why?) o The concepts being stored are not straightforward.  Which one is easier? An individual AI or a master controller? o An individual AI
  • 24. Video Game Development: Fundamental AI TechnologiesA. Babadi 24 of 55 2. Memory  Storing AI data is often complex! (Why?) o The concepts being stored are not straightforward.  Which one is easier? An individual AI or a master controller? o An individual AI  How do we store more abstract information, such as the balance of power? And how about a path?  Some of these data structures are nontrivial, and we will often end up with case-by-case solutions, especially when coding a master controller.
  • 25. Video Game Development: Fundamental AI TechnologiesA. Babadi 25 of 55 3. Analysis/Reasoning Core  The analysis/reasoning core is what people often think about when they talk about AI.  Popular methods for such tasks are finite state machines and rule systems.  Luckily, many games require only simple decision-making processes.  A lot of games praised for their great AI have been built with relatively simple algorithms!
  • 26. Video Game Development: Fundamental AI TechnologiesA. Babadi 26 of 55 4. Action/Output System  It is essential to couple our AI routines with clever action subroutines, so we get the feeling of real intelligence.  In fact, many games exaggerate this action system much like in a theater play, so the character's intentions are obvious and personality is conveyed.  Recall the Super Mario Bros game. o All types of crazy creatures filled the game world. o But if you separate logic from the actual actions, you'll discover that these AIs were all very similar.
  • 27. Video Game Development: Fundamental AI TechnologiesA. Babadi 27 of 55 Specific Technologies  In the rest of this lecture, we will explore the four main AI constructs most commonly used in game programming: 1. Finite state machines, 2. Rule systems, 3. State-space searches, and 4. Genetic algorithms.
  • 28. Video Game Development: Fundamental AI TechnologiesA. Babadi 28 of 55 1. Finite State Machines (FSMs)  It is also called deterministic finite automata (DFA) or simply state machines or automata.  An FSM is a formalism consisting of two sets: o A set of states that represent the scenarios or configurations the AI can be immersed in. o A set of transitions that are conditions that connect two states in a directed way.  FSMs are the most popular technique used to create game AIs.
  • 29. Video Game Development: Fundamental AI TechnologiesA. Babadi 29 of 55 Example 1. A Simple FSM  If you say something like the following, you will have created a state machine: o A dog is hungry. o If you give him a bone, he will not be hungry anymore. o He'll be quiet after eating the bone. o And he'll become hungry after four hours of being quiet.  Which sentences are states?  Which sentences are transitions?
  • 30. Video Game Development: Fundamental AI TechnologiesA. Babadi 30 of 55 Example 2. A Soldier FSM
  • 31. Video Game Development: Fundamental AI TechnologiesA. Babadi 31 of 55 FSMs: Pros and Cons  Pros: o Intuitive to understand o Easy to code o Good performance o Suitable for representing a broad range of behaviors  Cons: o Quick growth o Scaling FSMs up is not always a trivial task.
  • 32. Video Game Development: Fundamental AI TechnologiesA. Babadi 32 of 55 2. Parallel Automata  The core idea of parallel automata is to divide our complex behavior into different subsystems or layers, pretending that the entity being modeled has several brains.  Each sub-brain is assigned a simpler automata.  Now let’s give a gun to our soldier! o How many brains does he/she need?
  • 33. Video Game Development: Fundamental AI TechnologiesA. Babadi 33 of 55 Example 3. Automata for Locomotion
  • 34. Video Game Development: Fundamental AI TechnologiesA. Babadi 34 of 55 Example 3. Automata Controlling the Gun
  • 35. Video Game Development: Fundamental AI TechnologiesA. Babadi 35 of 55 Example 3. Combined Automata
  • 36. Video Game Development: Fundamental AI TechnologiesA. Babadi 36 of 55 Parallel Automata: Pros and Cons  Pros: o More control over complex AI systems o Great to use to model those systems where we have simultaneous but largely independent behaviors going on  Cons: o Not suitable when we have interconnections
  • 37. Video Game Development: Fundamental AI TechnologiesA. Babadi 37 of 55 3. Synchronized FSMs  Another addition to our FSM bag of tricks is implementing inter-automata communications, so several of our AIs can work together and, to a certain extent, cooperate.  By doing so we can have enemies that attack in squads. While one of them advances, the other provides coverage, and the third one calls for help.  Such an approach became very popular with the game Half- Life, which was considered a quantum leap in action AI, basically because of the team-based AI.
  • 38. Video Game Development: Fundamental AI TechnologiesA. Babadi 38 of 55 3. Synchronized FSMs  Notice, however, that synchronizing AIs is no silver bullet.  The method we will use is not well suited for a full-blown strategic game with complete faction-based AIs involving dozens of entities. o Rule systems (explained in the next section) are much better suited for that purpose.  Synchronizing AIs via FSMs is just a way to increase the expressive potential of our AI, so we can have small teams working in parallel.
  • 39. Video Game Development: Fundamental AI TechnologiesA. Babadi 39 of 55 3. Synchronized FSMs  At the core, synchronizing AIs involves a shared memory area where all automata can write to and read data from.  Whenever an AI wants to say something to the rest, it posts it in the shared memory area.  So others can browse the information; and if it is relevant to them, they take it into consideration in their decision-making process.
  • 40. Video Game Development: Fundamental AI TechnologiesA. Babadi 40 of 55 3. Synchronized FSMs  There are two common approaches to this task: 1. One is to use a message passing architecture, which involves sending messages to those AIs we want to synchronize to. 2. The alternative and preferred method is to use a bulletin board architecture, where we don't send dedicated messages, but instead post our sync messages on a shared space (the bulletin board).  Let's make a synchronized AI for a squad of three soldiers, designed to attack an enemy in a coordinated manner.
  • 41. Video Game Development: Fundamental AI TechnologiesA. Babadi 41 of 55 Example 4. Automata with no Synchronization
  • 42. Video Game Development: Fundamental AI TechnologiesA. Babadi 42 of 55 Example 4. Fully Synchronized Automata
  • 43. Video Game Development: Fundamental AI TechnologiesA. Babadi 43 of 55 4. Nondeterministic Automata  Classic FSMs are deterministic. o So the behavior of our AI entity will be totally predictable.  This predictability gives the developer tight control, but is not always desirable. (Why?)  A limited degree of randomness can be added to the mix to ensure that the AI will never become predictable.  This kind of automata is usually called Nondeterministic Finite Automata (NDFA).
  • 44. Video Game Development: Fundamental AI TechnologiesA. Babadi 44 of 55 Example 5. NDFA for the Soldier
  • 45. Video Game Development: Fundamental AI TechnologiesA. Babadi 45 of 55 5. Rule Systems (RSs)  Finite state machines are a very convenient tool for designing AIs.  They can model different behaviors elegantly.  But some phenomena are not easy to describe in terms of states and transitions.
  • 46. Video Game Development: Fundamental AI TechnologiesA. Babadi 46 of 55 Example 6. Simplified Automata for a Dog  For example, imagine the following specs for a virtual dog: o If I'm hungry and there's a bone nearby, I'll eat it. o If I'm hungry (but there is no bone around), I will wander. o If I'm not hungry, but I'm sleepy, I will sleep. o If I'm not hungry and not sleepy, I'll bark and walk.
  • 47. Video Game Development: Fundamental AI TechnologiesA. Babadi 47 of 55 5. Rule Systems (RSs)  FSMs are well suited for behaviors that are: o Local in nature (while we are in a certain state, only a few outcomes are possible). o Sequential in nature (we carry out tasks after other tasks depending on certain conditions)  Is the virtual dog local or not? What about sequential? o Not local, not sequential  All the dog actually does is act according to some priorities or rules. o Luckily, there is one way to model this kind of prioritized, global behavior.
  • 48. Video Game Development: Fundamental AI TechnologiesA. Babadi 48 of 55 5. Rule Systems (RSs)  RS allows us to model many behaviors that are tricky to model using FSMs.  At the core of an RS, there is a set of rules that drive our AI's behavior.  Each rule has the form: Condition ⟹ Action
  • 49. Video Game Development: Fundamental AI TechnologiesA. Babadi 49 of 55 Example 6. A More Formal Specification 1. (Hungry) AND (Bone nearby) ⟹ Eat it 2. (Hungry) AND (No bone nearby) ⟹ Wander 3. (Not hungry) AND (Sleepy) ⟹ Sleep 4. (Not hungry) AND (Not sleepy) ⟹ Bark and walk  The execution of an RS is really straightforward.  We test the LHS of each expression (the conditions) in order, and then execute the RHS (the action) of the first rule that is activated.
  • 50. Video Game Development: Fundamental AI TechnologiesA. Babadi 50 of 55 5. Rule Systems (RSs)  RSs, as opposed to FSMs, provide a global model of behavior.  RSs provide a better tool when we need to model behavior that is based on guidelines.  We model directions as rules, placing the more important ones closer to the top of the list, so they are priority executed.
  • 51. Video Game Development: Fundamental AI TechnologiesA. Babadi 51 of 55 Example 7. The Rule System for a Soldier  Now imagine that we need to create the AI for a soldier in a large squadron. 1. If in contact with an enemy ⟹ combat 2. If an enemy is closer than 10 meters and I'm stronger than him ⟹ chase him 3. If an enemy is closer than 10 meters ⟹ escape him 4. If we have a command from our leader pending ⟹ execute it 5. If a friendly soldier is fighting and I have a ranged weapon ⟹ shoot at the enemy 6. Stay still
  • 52. Video Game Development: Fundamental AI TechnologiesA. Babadi 52 of 55 Planning and Problem Solving  FSMs and rule sets are very useful paradigms to model simple behavior.  However, both approaches are limited when it comes to modeling other, more complex behaviors.  How can we teach a computer how to play chess?
  • 53. Video Game Development: Fundamental AI TechnologiesA. Babadi 53 of 55 6. State-space Search  State-space search is a very powerful paradigm that can be used to create strategies and plans.  We propagate each possible move into the future and evaluate its consequences.  Many exploration algorithms exist for state-space problems. o Some are blind search methods, some are heuristic search methods.
  • 54. Video Game Development: Fundamental AI TechnologiesA. Babadi 54 of 55 Example 8. State-space Tree for Tic-tac-toe
  • 55. Video Game Development: Fundamental AI TechnologiesA. Babadi 55 of 55 References  Sanchez-Crespo’s textbook,  Wikipedia, and  Some other sources on the Internet.