ARTIFICIAL INTELLIGENCE Summary Lecturer: Silja Renooij These - - PowerPoint PPT Presentation

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ARTIFICIAL INTELLIGENCE Summary Lecturer: Silja Renooij These - - PowerPoint PPT Presentation

Utrecht University INFOB2KI 2019-2020 The Netherlands ARTIFICIAL INTELLIGENCE Summary Lecturer: Silja Renooij These slides are part of the INFOB2KI Course Notes available from www.cs.uu.nl/docs/vakken/b2ki/schema.html Subject overview


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SLIDE 1

ARTIFICIAL INTELLIGENCE

Lecturer: Silja Renooij

Summary

Utrecht University The Netherlands

These slides are part of the INFOB2KI Course Notes available from www.cs.uu.nl/docs/vakken/b2ki/schema.html

INFOB2KI 2019-2020

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SLIDE 2

Subject overview

  • Introduction (chapters 1,2)
  • Pathfinding & Search (a.o. chapter 4)
  • Learning (a.o. chapter 7)
  • Deterministic planning & decision making

(a.o. chapter 5, 6, 8, 11)

  • Reasoning and planning under uncertainty

(a.o. chapter 5)

  • Movement (chapter 3)

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SLIDE 3

What is Intelligence? What is (game) AI?

  • Intelligence: A very general mental capability […] for

comprehending our surroundings—"catching on," "making sense" of things, or "figuring out" what to do

  • Artificial Intelligence: four categories
  • Game AI: is about the illusion of human behaviour

(Smart ‐‐ to a certain extent, unpredictable but rational, emotional influences, body language to communicate emotions, integrated in the environment) Thinking rationally Thinking humanly Acting rationally Acting humanly

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SLIDE 4

Summary: Search & Pathplanning

  • Used in environments that are static,

deterministic, observable, and completely known (accessible)

  • Goal‐based
  • Atomic states and actions (no domain structure)
  • Uninformed search: BFS, DFS, UCS, IDS…
  • Informed search: Greedy, A*,…
  • Local search: hill‐climbing, simulated annealing,

GAs,…

  • Adversarial search: minimax (alpha‐beta)

What about natural paths?

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SLIDE 5

Natural paths: Short…(?)

Pre‐processing step:

  • automatic construction of waypoint graph, using sampling

Automatic construction of roadmaps for path planning in games, Nieuwenhuisen, Kamphuis, Mooijekind & Overmars, 2004. 5

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SLIDE 6

Natural paths: enough clearance (?)

Step 1: move waypoint c to ‘center’ cv between obstacles

Idea:

  • find closest point on obstacle
  • move in opposite direction until

same distance to other obstacle

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SLIDE 7

Natural paths: enough clearance (?)

Step 2: move edges to ‘center’ between obstacles

Idea:

  • Split edge with insufficient clearance
  • move middelpoint to center (green line)

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SLIDE 8

Natural paths: continuous (?)

  • Add a circular blend to every pair of

incoming edges for every waypoint

  • Curvature depending on the amount of

clearance

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SLIDE 9

Natural paths result

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SLIDE 10

Path planning: some problems remain…

  • Characters will still all follow the same

path

  • No dynamic evasion
  • No natural behavior
  • Characters take turns that have no

corresponding animation

  • In‐game changes to the characters have

no effect on the path they follow

  • Mood has no effect

(although claimed by some games, there is no real evidence of it’s use)

Open problems

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SLIDE 11

Summary: Learning

  • Learning is essential for intelligence
  • Learning is difficult when the world is

dynamic, large and uncertain

  • Reinforcement learning does not necessarily

need a model of the world

  • Supervised techniques learn from ‘examples’

– Decision trees, Naïve Bayes classifiers – Neural Networks; also used as function approximators

  • Evolutionary algorithms used to let

strategies/solutions compete ~ search

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SLIDE 12

Summary: Uncertainty

  • How to reason with ‘uncertain’ information

– Fuzzy logic, Bayesian networks

  • What is the best strategy if

– The outcome of actions is uncertain – The world state is uncertain

  • MDP, POMDP used to determine optimal

actions (planning) under uncertainty

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SLIDE 13

Summary Planning

Given initial state(s), goal(s) and set of actions: find a plan (a sequence of actions ) that is guaranteed to achieve goal(s).

  • Inefficient as search: complete state descriptions,

too many actions, unused problem structure, multiple start and/or goal states, does plan exist?

  • Different planning formalisms for problems with

different characteristics

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SLIDE 14

Planning: problem characteristics

  • Discrete (+ finite?) or continuous values
  • Fully or partially observable
  • One or more initial states
  • Deterministic or stochastic
  • With or without duration
  • Concurrent or sequential
  • Static or dynamic
  • Reach goal state or maximize reward
  • Single agent or multi‐agent

– Cooperative or selfish – Individual or centralized planning

States: Actions: Env.: Objective: Planners:

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Classical: STRIPS (GOAP), NOAH, HTN (SHOP)

  • Discrete (+ finite?) or continuous values
  • Fully or partially observable
  • 1 or more initial states
  • Deterministic or stochastic
  • With or without duration
  • Concurrent or sequential
  • Static or dynamic
  • Reach goal state or maximize reward
  • Single agent or multi‐agent

– Cooperative or selfish – Individual or centralized planning

D known 1 D W S S G S

Except GOAP! States: Actions: Env.: Objective: Planners:

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SLIDE 16

Reactive: DT, FSM, BT, rule-based, …

  • Discrete (+ finite?) or continuous values
  • Fully or partially observable
  • 1 or more initial states
  • Deterministic or stochastic
  • With or without duration
  • Concurrent or sequential
  • Static or dynamic
  • Reach goal state or maximize reward
  • Single agent or multi‐agent

– Cooperative or selfish – Individual or centralized planning

D S D S

States: Actions: Env.: Objective: Planners:

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SLIDE 17

Stochastic: MDP, POMDP

  • Discrete (+ finite?) or continuous values
  • Fully or partially observable
  • 1 or more initial states
  • Deterministic or stochastic
  • With or without duration
  • Concurrent or sequential
  • Static or dynamic
  • Reach goal state or maximize reward
  • Single agent or multi‐agent

– Cooperative or selfish – Individual or centralized planning

Often D ≥ 1 S W D R S MDP: F, POMDP: P

States: Actions: Env.: Objective: Planners:

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Summary Moving

  • Individual steering behaviors

– Intelligent animation? – What if an animation fails halfway?

  • Group movement and teamwork

– Crowd simulation:

  • Move together but separate
  • Who stops first? Where do you stop? How do you

pass obstacles?

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SLIDE 19

The MIRAnim Engine (for mixed reality)

Cassell et al. identify two types of communicative body motions:

  • J. Cassell, T. Bickmore, M. Billinghurst, L. Campbell, K. Chang, Vilhjalmsson, H., and H. Yan. Embodiment in conversational interfaces: Rea. In Proceedings of

the CHI’99 Conference, pages 520–527, 1999.

Intelligent Animation

Performance Animation Interactive Virtual Humans

Gestures Posture shifts MIRAnim BLENDING

control idleness

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SLIDE 20

Intelligent animation:

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GRETA: Embodied Conversational Agent

Greta can talk and simultaneously show facial expressions, gestures, gaze, and head movements.

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Intelligent Animation: problems

To make agent realistic/believable:

  • Blend of facial animation and body

animation

  • Blend of moving and handling objects
  • Adjustment of moving/posture to

environment

  • Animation shouldn’t get “stuck”
  • Not too realistic?

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SLIDE 22

Not covered in this course

  • Constraint satisfaction
  • Utility theory
  • Natural Language Processing
  • Vision/perception (recognizing objects)
  • Knowledge representation (ontologies)
  • Ethics

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SLIDE 23

Conclusions

  • Much is achieved:

– Watson, Deep Blue – Alpha Go (Zero) – Robocup soccer – Autonomous cars – …

  • With every step taken new challenges

become visible! (And not just in AI)

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SLIDE 24

Interested in more?

  • Search the internet 
  • Course page
  • Other courses ICS dept:

– Applied Games (Ba IKU) – Kennissystemen (Ba IKU) – Intelligente Systemen (Ba ICA) – Computationele Intelligentie (Ba ICA) – Probabilistic Reasoning (Ma COSC + AI) – Evolutionary Computing (Ma COSC + AI) – AI for game technology (Ma GMT) – …

  • AI master (or COSC/GMT with electives)

Thank you!

(please use Caracal for feedback)

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