CS 480: GAME AI
MACHINE LEARNING IN GAMES
5/31/2012 Santiago Ontañón santi@cs.drexel.edu https://www.cs.drexel.edu/~santi/teaching/2012/CS480/intro.html
CS 480: GAME AI MACHINE LEARNING IN GAMES 5/31/2012 Santiago Ontan - - PowerPoint PPT Presentation
CS 480: GAME AI MACHINE LEARNING IN GAMES 5/31/2012 Santiago Ontan santi@cs.drexel.edu https://www.cs.drexel.edu/~santi/teaching/2012/CS480/intro.html Reminders Check BBVista site for the course regularly Also:
5/31/2012 Santiago Ontañón santi@cs.drexel.edu https://www.cs.drexel.edu/~santi/teaching/2012/CS480/intro.html
induction the general law of gravity.
(x1,y1) (x2,y2) (x3,y3) … (xn,yn)
Examples
light color”, “time”)
y1 = cross
y2 = don’t cross
y3 = don’t cross
y4 = don’t cross
y5 = cross
where (xi,yi) is the example with xi most similar to x (nearest neighbor)
where (xi,yi) is the example with xi most similar to x (nearest neighbor)
x
where (xi,yi) is the example with xi most similar to x (nearest neighbor)
x Nearest neighbor f(x) = gray
Which one is the best?
Which one is the best? NONE! Each one has its own biases
Benefit for Games:
fine-tuning parameters)
Benefit for AI:
(perfect instrumentation and measurements)
students!
parameters
Desires Opinions Beliefs Intention: Abstract Plan Specific Plan Action List Belief-Desire-Intention Architecture
Desires Opinions Beliefs Intention: Abstract Plan Specific Plan Action List Belief-Desire-Intention Architecture Represented as hand- crafted perceptrons (single layer neural networks) Given the current situation, they activate more or less, triggering certain desires. Example: hunger The structure of the perceptrons is hardcoded, but the parameters are learned
Desires Opinions Beliefs Intention: Abstract Plan Specific Plan Action List Belief-Desire-Intention Architecture Represented as learned decision trees, one per desire. They capture towards which
express each desire. Example: hunger The creature will learn a decision tree from player’s feedback of what can be eaten
Desires Opinions Beliefs Intention: Abstract Plan Specific Plan Action List Belief-Desire-Intention Architecture Beliefs are just lists of properties of the objects in the game, used for learning
Desires Opinions Beliefs Intention: Abstract Plan Specific Plan Action List Belief-Desire-Intention Architecture Which desire will be attempted, and towards which object: e.g. “destroy town” or “eat human”
Desires Opinions Beliefs Intention: Abstract Plan Specific Plan Action List Belief-Desire-Intention Architecture Desire, and list of objects that will be used. E.g. “Destroy town by throwing a stone”
Desires Opinions Beliefs Intention: Abstract Plan Specific Plan Action List Belief-Desire-Intention Architecture Specific list of actions to execute the plan
model to player preferences
player.
a4 a2 a3 a1 Segments
remembers the trajectory used (out of the ones it has stored), speed, and other parameters.
learned form the player for each track segment, and combines them into a minimal curvature line, which is the path taken by the AI
defines a discrete and finite vocabulary for the machine learning method)
create advanced AI! (at least from a game company perspective J)
drive a rally car
creates a new path)
steering behaviors for cars, to optimize lap time
between them at run time
them bit by bit to the AI
game believable, engaging and fun
highly customizable AI techniques (FSMs, Behavior Trees, Influence Maps, etc.)
AI World Interface (perception) Strategy Decision Making Movement
Projects 1, 2, 3, 4
Midterm
Final
terms)