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Dive into the AI for Games module, covering action-oriented AI, emergent behavior, decision-making, and programming challenges. Learn about the nuances of AI in game development and explore various AI techniques used in the industry.
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‘Look at Those Two AIs Over There’ Dr Dave Ellison Division of Complex Systems School of Computing and Creative Technologies University of Abertay Dundee
Outline • The Goodies • The AI for Games Module • A look at the module, its content, delivery and problems • Covers many areas, many of which could be a module in themselves – think GAs or ANNs 'Look at those two AIs over there'
The Goodies Part 1 • Action oriented AI – Chasing, Pattern Movement • Finite State Machines, Rule-Based Systems, Scripting • Pathfinding • Genetic Algorithms • ANN Chasing and Evading with Brains • Learning to walkFully TrainedExplode 'Look at those two AIs over there'
The Goodies Part 2 • Emergent Behaviour (Flocking, Schooling etc) • Decision Making (fuzzy logic, probability theory etc) • Agent-Oriented Programming/ALife (Seeing, hearing, planning agents)Goldfish 'Look at those two AIs over there'
The AI for Games Module • New Course – 2nd time presentation • Covers many areas, many of which could be a module in themselves – think GAs or ANNs • 12 Lectures, 2 Lecturers • Assessment: • Essay • 3000 line AI Project • WebSite 'Look at those two AIs over there'
‘Look at Those Two AIs Over There’ • An “AI” Caution: • Game programmers use “AI” very differently from the way used by academic researchers in AI • AI designates a noun rather than an acronym. • An AI is any entity in a game which exhibits intelligent behaviour. For example, “look at those two AIs over there.” • Academics find this bizarre. • AI always an acronym denoting a large subfield of Computer Science • AI is never used in the plural • AI never denotes entities which exhibit intelligence. • Becoming feasible to include “harder” physics • Overlaps with other disciplines, such as graphics, maths, numerical methods etc • Physics engines handle rigid bodies, differential equation solvers, in real time 'Look at those two AIs over there'
Problems • Books: • No one book covering the area: • Bourg, David M. & Glenn Seemann. AI for Game Developers, O’Reilly, 2004 • Byl, Pennie Baillie-De. Programming Believable Characters for Computer Games, CharlesRiver Media, 2004 • Sánchez-Crespo Dalmau, Daniel. Core Techniques and Algorithms in Game Programming, New Riders, 2004 • Some available as e-books through the University Library as Safari Texts • Quality of Material: • Exercise your critical faculties as you read. You will find that game AI literature ranges from the sublime to the ridiculous. 'Look at those two AIs over there'
Problems (2) • Presentations: • Difficulties in running demos and programs 'Look at those two AIs over there'
Conclusions • Over view of module • Many topics could constitute a module • Presentation of programs – difficult to see effect of AI • No ideal book • Material available varies in quality 'Look at those two AIs over there'