Artificial Intelligence in The Sims series Yoann Bourse The Game - - PowerPoint PPT Presentation

artificial intelligence in the sims series
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Artificial Intelligence in The Sims series Yoann Bourse The Game - - PowerPoint PPT Presentation

Artificial Intelligence in The Sims series Yoann Bourse The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Plan de la pr esentation The Game 1 Pathfinding 2 Decision making


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Artificial Intelligence in The Sims series

Yoann Bourse

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion

Plan de la pr´ esentation

1

The Game

2

Pathfinding

3

Decision making

4

Social interactions

5

Evolution in the franchise

6

Prospects and conclusion

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion History The Sims Player/AI

Introduction

Will Wright’s genius : Simulating life → → Simcity (1989) − → SimAnt (1991) − → The Sims (2000)

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion History The Sims Player/AI

Starting a new franchise

Numerous expansions set and item packs User-created content Sequels

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion History The Sims Player/AI

What is The Sims

Sandbox God game Life simulation Released in February 2000 ⇒ best selling PC game : 6.3 million then, 16 million now One of the most influencial AI The player controls the life of a family of sims

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion History The Sims Player/AI

Player vs. AI

The player : Design characters Design buildings Give order to his characters The computer : Controls game mechanics Controls non-played characters Elementary actions (pathfinding) Free will

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion History The Sims Player/AI

The free will

Untill ordered

  • therwise, sims

can survive by themselves (narrative aspect) But not too well,

  • therwise no

incentive to play

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion History The Sims Player/AI

Presentation plan

1

Pathfinding

2

Decision making (smart objects)

3

Social interactions

4

Evolution of the series : controlling non-played characters.

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*

Pathfinding

How does a sim go from A to B ?

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*

Pathfinding - Reminder : A*

In a graph, to go towards a goal, make the step towards the neighbour minimizing d + h d being the distance to this neighbour h an underestimate of the distance between this neighbour and the goal An good underestimate is often the geometric distance ignoring obstacles

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*

Pathfinding in the Sims : HPA*

Most games adapt A* into Hierarchical Pathfinding A* (2004) Idea : Different level of detail : instead of working with waypoint, work first among groups of waypoints. In the Sims : Shortest path at room level Divide the room into big chunks Divide the chunks into smaller chunks + smoothing

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*
  • 1. Room Graph

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*
  • 1. Room Graph

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*
  • 1. Room Graph

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*
  • 2. Within a room : multi-scale A*

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*
  • 2. Within a room : multi-scale A*

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*
  • 2. Within a room : multi-scale A*

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*
  • 2. Within a room : multi-scale A*

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion A* HPA*

  • 1. Room Graph
  • 2. Multi-scale A*

Proof

Demonstration video : http ://www.youtube.com/watch ?v=iI-R4M-yIzo

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

Decision making

How does a sim take decisions without supervision ?

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

Modeling human needs

8 basic needs evolving through time, under the influence of circumstances (sleeping ? eating ?) : Physical Hunger (eating) Comfort (sitting/laying down) Hygiene (bathing) Bladder (urinating) Mental Energy (sleeping) Fun (playing) Social (interacting with

  • thers)

Room (architecture, furniture)

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

Need ⇒ Happiness

Different needs have different impact on the mood : Being a little hungry is ok, but a great hunger will have a huge negative impact on mood.

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

What to do ?

⇒ the activity that can increase happiness the most ! Actually, we need not to be perfect : Choose randomly amongst the 4 activities providing the most hapiness.

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

Improvement (the Sims 3)

Choose with a probability propotional to the hapiness gain : Temperature/activity based on Maslow’s Hierarchy of Needs.

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

Smart Object paradigm

No logic in the sim ⇒ Logic in the objects (expandable !) Inside an object (= 1 thread) : Graphics/animation State Scripts (EDITH custom scripting language, in game editor) Advertising (what can it offer to the sim ?) Virtual objects (weather, conversations...)

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

Object script

Example : the fridge Go to a counter Prepare the food Go to the stove Cook the food Go to the table (+ chair) Eat the food Go to the dishwasher Clean your plate

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

The Happyscape - Smart Terrain

  • 1. Objects broadcast what they can offer

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

The Happyscape - Smart Terrain

  • 2. Needs translated into happiness gain

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

The Happyscape - Smart Terrain

  • 3. Pick randomly amongst the max

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

Taking personalities into account

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Modeling human needs Smart Objects The Happyscape Taking personalities into account

Taking personalities into account

Fun different between playful and serious people (pinball/chess) Outgoing people’s social need increase faster ... Note : distance between the sim and the object is also taken into account by a small multiplicative factor

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion

Social interactions

How do two sims interact with each other ?

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion

Social interaction model

Based on a relation score between each two sims Score enables different interactions High-level automaton-like evolution

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion

Social interaction model

Actions have positive/negative effects depending on mood/personality/randomness Low-level rule-based mecanism

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Level of detail Improvements Realistic simulation

Evolution in the franchise

What changed between the versions ? Aging ⇒ evolution of the whole town

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Level of detail Improvements Realistic simulation

Level of detail

Huge simulation : use different level of details ”Script” an average behaviour

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Level of detail Improvements Realistic simulation

Town as an object

The town has underlying desires (gender ratio, employment rate) and can satisfy them by actions (birth, death, get job...)

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Level of detail Improvements Realistic simulation

Improvements

Hierarchical planning : Instead of considering all possible actions, choose a house, then choose an object, then choose an action. Commodity-Interaction map : Create one ”smart-terrain” map per need.

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Level of detail Improvements Realistic simulation

Realistic simulation

New ”needs” according to personality, time... Examples : Welcome and entertain guest Steal (kleptomaniacs) Embarass people (inappropriate sims) Also affects the range of available actions

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Post-Mortem Prospects Questions Sources

Post-Mortem

Pathfinding : HDA* Moderate reactions : complaints about sims getting stuck Decision making : Smart Objects Social interactions : Automata and rules Those two aspects created a semi-autonomous groundbreaking AI which allowed a light user control and the generation of narratives (”fishbowl”) Scaling up : Level of detail

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Post-Mortem Prospects Questions Sources

Prospects

Adaptation to the user : Despite its user-centered experience, the Sims lacks user-based adaptation mecanisms ⇒ Reinforcement learning for babies ?

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Post-Mortem Prospects Questions Sources

Questions

Thank you for listening

Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Post-Mortem Prospects Questions Sources

Sources - The Sims

97, Will Wright, The Soul of The Sims (source code) http ://www.donhopkins.com/home/images/Sims/ 01, Will Wright, Kenneth Forbus : Some notes on programming objects in The Sims http ://www.qrg.cs.northwestern.edu/papers/Files/Programming Objects in The Sims.pdf GDC01, John Viega : ”Those Darned Sims : What Makes Them Tick ?” http ://www.gdcvault.com/play/1013969/Those-Darned-Sims-What-Makes Spring 02 Kenneth Forbus : Simulation and Modeling : Under the hood of The Sims http ://www.cs.northwestern.edu/ forbus/c95- gd/lectures/The Sims Under the Hood files/v3 document.htm GamesKB 04, Don Hopkins : ”Trying to Create a Perfect Sim” http ://www.gameskb.com/Uwe/Forum.aspx/games-the-sims/2867/Trying-to-create-a-perfect-Sim GDC 07, Jake Simpson : ”Scripting and Sims2 : Coding the Psychology of Little People” http ://twvideo01.ubm-us.net/o1/vault/gdc05/slides/PG Simpson ScriptingAndSims2.ppt 07, A.J. Champandard, ”Living with The Sims ? AI : 21 Tricks to Adopt for Your Game” http ://aigamedev.com/open/review/the-sims-ai/ AIIDE 07, Richard Evans’s talk reports by TaraTeich : http ://tara.teich.net/ ?s=aiide+2007 AIIDE 09, Richard Evans : ”AI Challenges in Sims 3” http ://www.gdcvault.com/play/1012450/Modeling-Individual-Personalities-in-The http ://intrinsicalgorithm.com/IAonAI/2009/10/aiide-2009-ai-challenges-in-sims-3-richard-evans/ AI Game Programmers Guild Wiki : http ://gameai.com/wiki/index.php ?title=The Sims The Sims Wiki : http ://sims.wikia.com/ StrategyWiki : http ://strategywiki.org/wiki/The Sims 3/ Carl’s Sims 3 Guide : http ://www.carls-sims-3-guide.com Yoann Bourse Artificial Intelligence in The Sims series

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The Game Pathfinding Decision making Social interactions Evolution in the franchise Prospects and conclusion Post-Mortem Prospects Questions Sources

Sources - generic

Wikipedia : http ://www.wikipedia.org Botea, M¨ ıller, Shaeffer (journal of Game Development 04) : ”Near Optimal Hierarchical Path-finding” http ://citeseerx.ist.psu.edu/viewdoc/summary ?doi=10.1.1.72.7041 Video Game Charts : www.vgchartz.com Yoann Bourse Artificial Intelligence in The Sims series