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Technical Seminar Report On GAME ARTIFICIAL INTELLIGENCE

Report submitted in partial fulfillment of Requirements for the award of the degree of BACHELOR OF TECHNOLOGY IN INFORMATION TECHNOLOGY

Submitted by SHARATHCHANDRA.P (Roll No:07871A1277)

DEPARTMENT OF INFORMATION TECHNOLOGY

RAMAPPA ENGINEERING COLLEGE


(Affiliated to JNT University, Hyderbad) (Accredited By NBA, New Delhi) Shayampet Jagir, Hanamakonda. Warangal - 506001

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DEPARTMENT OF INFORMATION TECHNOLOGY

RAMAPPA ENGINEERING COLLEGE


(Affiliated to JNT University, Hyderbad)

CERTIFICATE
This is to certify that the Technical Seminar Topic entitled GAME ARTIFICIAL INTELLIGENCE being submitted by SHARATHCHANDRA.PARUPATI bearing Hall Ticket No.07871A1277 in partial fulfillment for the award of Degree of Bachelor of Technology in Information Technology is a record of bonafide work carried out by the student.

HEAD OF THE DEPARTMENT

PRINCIPAL

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ACKNOWLEDGEMENTS
At the outset, We wish to express my profound gratitude to my technicalseminar Guide V.Gautami, for providing continuous guidance throughout this work for its successful completion. Her critical observations and valuable comments were of great help in finalizing this work and report. We extend our deep sense of gratitude to my Tech-seminar coordinator shri M.Deepika topic We extend our deep sense of gratitude to HOD shri A. RAJESH and principal Shri Dr.V. JANAKI, Ramappa engineering college, JNTUH permitting me to undertake this semianr. We also thank all the teaching and non-teaching staff for their help that they have rendered. Finally, We would like to thank all my family members, friends those who have helped me directly or indirectly for the completion of this seminar work for for permitting me to undertake this seminar

P. SharathChandra
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Abstract

Artificial intelligence refers to the intelligence of machines and the branch of computer science that aims to create it. As,now Artificial intelligence is dealing with game. So, Game artificial intelligence refers to techniques used in computer and video games to produce the illusion of intelligence in the behavior of nonplayer characters. The many contemporary video games fall under the category of action, first person shooter, or adventure. In most of these types of games there is some level of combat that takes place. The AI's ability to be efficient in combat is important in these genres. A common goal today is to make the AI more human, or at least appear so. One of the more positive and efficient features found in modern day video game AI is the ability to hunt. These developments ultimately allow for a more complex form of play. With this feature, the player can actually consider how to approach or avoid an enemy. So,the game artificial intelligence play a major role in entertaining the people with extra illusion effects and thus how became more popular in these days.

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CONTENTS Page No
1. 2. 3.

Introduction Preamble of the Topic Related work/ Existing systems/concept Applications Conclusion Bibliography

6-10 11-21 22-28 25-27 28-29 29-30

4. 5. 6.

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INTRODUCTION

Game artificial intelligence refers to techniques used in computer and video games to produce the illusion of intelligence in the behavior of non-player characters (NPCs). The techniques used typically draw upon existing methods from the field of artificial intelligence (AI). However, the term game AI is often used to refer to a broad set of algorithms that also include techniques from control theory, robotics, computer graphics and computer science in general. Since game AI is centered on appearance of intelligence and good gameplay, its approach is very different from that of traditional AI; hacks and cheats are acceptable and, in many cases, the computer abilities must be toned down to give human players a sense of fairness. This, for example, is true in first-person shooter games, where NPCs' otherwise perfect aiming would be beyond human skill. Game playing was an area of research in AI from its inception. In 1951, using the Ferranti Mark 1 machine of the University of Manchester, Christopher Strachey wrote a checkers program and Dietrich Prinz wrote one for chess. These were among the first computer programs ever written. Arthur Samuel's checkers program, developed in the middle 50s and early 60s, eventually achieved sufficient skill to challenge a respectable amateur. Work on checkers

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and chess would culminate in the defeat of Garry Kasparov by IBM's Deep Blue computer in 1997. The first video games developed in the 1960s and early 1970s, like Spacewar!, Pong and Gotcha (1973), were games implemented on discrete logic and strictly based on the competition of two players, without AI. Games that featured a single player mode with enemies started appearing in the 1970s. The first notable ones for the arcade included the 1974 Atari games Qwak and Pursuit. Two text-based computer games from 1972, Hunt the Wumpus and Star Trek, also had enemies. Enemy movement was based on stored patterns. The idea was used by Space Invaders (1978), sporting an increasing difficulty level, distinct movement patterns, and in-game events dependent on hash functions based on the player's input. Galaxian (1979) added more complex and varied enemy movements. Pac-Man (1980) applied these patterns to maze games, with the added quirk of different personalities for each enemy, and Karate Champ (1984) to fighting games, although the poor AI prompted the release of a second version. Games like Madden Football, Earl Weaver Baseball and Tony La Russa Baseball all based their AI on an attempt to duplicate on the computer the coaching or managerial style of the selected celebrity. Madden, Weaver and La Russa all did extensive work with these game development teams to
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maximize the accuracy of the games. Later sports titles allowed users to "tune" variables in the AI to produce a player-defined managerial or coaching strategy. The emergence of new game genres in the 1990s prompted the use of formal AI tools like finite state machines. Realtime strategy games taxed the AI with many objects, incomplete information, pathfinding problems, real-time decisions and economic planning, among other things. The first games of the genre had notorious problems. Herzog Zwei (1989), for example, had almost broken pathfinding and very basic three-state state machines for unit control, and Dune II (1992) attacked the players' base in a beeline and used numerous cheats. Later games in the genre exhibited more sophisticated AI. Later games have used bottom-up AI methods, such as the emergent behaviour and evaluation of player actions in games like Creatures or Black & White. Faade (interactive story) was released in 2005 and used interacitve multiple way dialogs and AI as the main aspect of game. Games have provided an environment for developing artificial intelligence with potential applications beyond gameplay. Examples include Watson, a Jeopardy-playing computer; and the RoboCup tournament, where robots are trained to compete in soccer. Game AI/heuristic algorithms are used in a wide variety of quite disparate fields inside a game. The most obvious is in the control of any NPCs in the game, although scripting is currently the most common means of control. Pathfinding
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is another common use for AI, widely seen in real-time strategy games. Pathfinding is the method for determining how to get an NPC from one point on a map to another, taking into consideration the terrain, obstacles and possibly "fog of war". Game AI is also involved with dynamic game difficulty balancing, which consists in adjusting the difficulty in a video game in real-time based on the player's ability. The concept of emergent AI has recently been explored in games such as Creatures, Black & White and Nintendogs and toys such as Tamagotchi. The "pets" in these games are able to "learn" from actions taken by the player and their behavior is modified accordingly. While these choices are taken from a limited pool, it does often give the desired illusion of an intelligence on the other side of the screen. The many contemporary video games fall under the category of action, first person shooter, or adventure. In most of these types of games there is some level of combat that takes place. The AI's ability to be efficient in combat is important in these genres. A common goal today is to make the AI more human, or at least appear so. One of the more positive and efficient features found in modern day video game AI is the ability to hunt. AI originally reacted in a very black and white manner. If the player was in a specific area then the AI would react in either a complete offensive manner or be entirely defensive. In recent years, the idea of "hunting" has been introduced; in this 'hunting' state the AI will look for realistic markers, such as sounds made by the character or
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footprints they may have left behind. These developments ultimately allow for a more complex form of play. With this feature, the player can actually consider how to approach or avoid an enemy. This is a feature that is particularly prevalent in the stealth genre. Another development in recent game AI has been the development of "survival instinct". In-game computers can recognize different objects in an environment and determine whether it is beneficial or detrimental to its survival. Like a user, the AI can "look" for cover in a firefight before taking actions that would leave it otherwise vulnerable, such as reloading a weapon or throwing a grenade. There can be set markers that tell it when to react in a certain way. For example, if the AI is given a command to check its health throughout a game then further commands can be set so that it reacts a specific way at a certain percentage of health. If the health is below a certain threshold then the AI can be set to run away from the player and avoid it until another function is triggered. Another example could be if the AI notices it is out of bullets, it will find a cover object and hide behind it until it has reloaded. Actions like these make the AI seem more human. However, there is still a need for improvement in this area. Unlike a human player the AI must be programmed for all the possible scenarios. This severely limits its ability to surprise the player.

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PREAMBLE OF THE TOPIC

There are many types of computer programs that use AI. Market simulators, logic systems, and economic planners are some of the different fields of computer software that rely heavily on elements of artificial intelligence. These elements include situation calculus, tree searching, problem solving, and decision-making. But one genre of software programming has been slowly borrowing more and more from the field of AI is video gaming. Video games have gone through drastic improvements in the past ten years. It seems as if Moores law applies to video games as well as processor speed. Video games seem to get twice as complex in some ways every eighteen months. As these games get more complex they also get more interesting and engaging. Video games are no longer just a distraction from work or a thirtyminute escape from reality. They are becoming an artistic form of expression for the programmers and developers and a serious hobby and undertaking for the players. One relatively new game that shows this drastic advancement in
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the complexity and beauty of video games is Black and White by Lionhead Studios. Black and White has made its mark on the video gaming industry through its remarkable implementation and manifestation of artificial intelligence. Physicist Willy Higinbotham created the first video game in 1958. It was called Tennis For Two and was played on an oscilloscope. The first game to run on a computer was Spacewar by Steve Russell from MIT. The graphics were ASCII characters and it ran on a Digital PDP-1 mainframe. In 1970 the future founders of Atari, Nolan Bushnell and Ted Dabney released the first video arcade game, Computer Space. In the next ten years companies such as Atari, Coleco, and Magnavox all released home video game console systems. In 1980, Battlezone, the first 3-dimensional game ever, was released. It went on to be used by the US government for the training of military forces. Four years later, the Nintendo Entertainment System was released, marking the beginning of the modern gaming era. Home computers were starting to become practical and popular. Video games designed for home computers started being developed. The fact that home
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computers had more storage and computing power than cartridge-based console systems allowed for more complicated games. The console industry caught back up in 1995 when Sony brought the PlayStation to the United States. It was the first practical CD based system and a huge step forward. Currently, both console systems and computer games are pushing the limits of modern processors. Real-time 3D rendering, movie-quality video and sound, and intelligent computer agents all continue to amazing gamers worldwide . The history of artificial intelligence in video games dates back to the midsixties. Before that, games were either two-player or any non-human objects were hard-coded. An example of hard-coded video game objects are the little aliens in Space Invaders that swoop down at the human player. The human player must shoot the aliens before they reach the bottom of the screen. The manner in which these aliens move is explicitly coded into the game and is not determined at runtime by any precepts. The earliest real artificial intelligence in gaming was the computeropponent in Pong or variations thereof (of which there were many). The computer paddle would do its best to block the ball from scoring by hitting it back at the user.
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Determining where to move the paddle was accomplished by a simple equation that would calculate at exactly what height the ball would cross the goal line and move the paddle to that spot as fast as allowed. Depending on the difficulty setting, the computer might not move fast enough to get to the spot or may just move to the wrong spot with some probability. For a long time no video game AI was not much more intelligent the Pong AI. This was because the games were relatively simple and most often played with a second player instead of a computer opponent. Atari sports games AI agents were basically goal-oriented towards scoring points and governed by simple rules that controlled when to pass, shoot, or move. The advent of fighting games such as Kung Foo for Nintendo or Mortal Kombat for Sega Genesis saw only a slight improvement in AI. The moves of the computer opponents were determined by what each player was currently doing and where they were standing. In the most basic games, there was simply a lookup table for what was currently happening and the appropriate best action. In the most complex cases, the computer would perform a short minimax search of the possible state space and return
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the best action. The minimax search had to be of short depth since the game was occurring in real-time. Real-time game play has always been major setback for AI in video games. There is very little time to compute actions and possible future states when the action never stops. The last ten years has seen great strides in the field of AI in gaming. Most of these strides have been made in computer (as opposed to console) games because of their raw computing power and memory capacities. Currently, driving games like Nascar 2002 have computer controlled drivers with their own personalities and driving styles. Pass one of these guys while they are having a computercontrolled bad day and they will be riding your bumper for miles, trying to take you out. Strategy games like Warcraft 3 call for users to create an army to defeat one or more computer-controlled villages with armies of their own. These villages will form alliances, scout surrounding areas, and devise appropriate battle plans to do their best to be the last village standing. The Sims has reinvented artificial life in gaming. The game starts with the user controlling one person. Eventually the character may marry and then the user can control the spouse also, and then the children.
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These people are wonders of AI. They all have their individual characteristics, wants, and needs. They have the ability to fall in love, make friends, enemies, become hermits, strive for more in life, etc, and will act on their feelings at will. But, there is one recent game that yields an even more impressive use and understanding of artificial intelligence than all of the games listed above. That game is Black and White by Lionhead Studios . Black and White is based upon a simple premise. The game player is god. The game is set on Eden Island, which is inhabited by eight different sets of villagers (Celts, Greeks, Aztecs, and so on) and some non-human creatures. The different tribes all have different beliefs, hobbies, and spiritual powers. At the beginning of the game, the user selects one creature to do its bidding. This creature becomes somewhat of the main focus of the game. The user must train and take care of this creature like a parent looks after and helps a child.
BLACK AND WHITE

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The point of the game is to make as many villagers as possible obey the user as their god. Worship can be obtained either through adoration or fear of the usercontrolled higher being. Their worship provides the user with the power they need to cast spells and control more villagers. There is a rival god that threatens to destroy everything the user has built up and it is the players responsibility to destroy this god through pre-defined missions. There are small, mini-missions along the way such as helping a villager find her lost husband that the user completes using their creature . Boiled down to simplest terms, Black and White is much like strategy/omnipotent-user games that have come before it such as Sid Mayers Civilization and Command and Conquer in that the point is control as many people and have as much power as possible. The thing that sets apart Black and White from any other game before it is its advanced use of artificial intelligence. There are two types of agents in the game that can be perceived as intelligent. The first type is the community of villagers. The more of the villagers that obey the game player as a god, the more powerful that player gets. Therefore, it was important for the game developers to make these villagers intelligent so that they the user could appreciate the challenge of
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winning the villagers over. Compared to computer-controlled agents from other recent games, such as The Sims, these villagers are incredibly simple-minded. All of their knowledge, beliefs, and desires are represented in large tables and situation calculus. If left alone, they will do what is best for the village. This may be chopping wood, mating with a member of the opposite sex, or building a shrine. If the user wants one of these villagers to do a specific task such as chopping wood, all they need to do is place them next to a tree. They can easily deduct from a lookup table that if their god places them next to a tree, then he wants them to chop wood for the village. The villager will then chop and deliver wood to the village until he dies if not interrupted. In reality the intelligent agent isnt the individual villager but instead the entire village. The villagers act as a whole to complete all the necessary tasks to satisfy their table-driven desires. The village is a simple, but nonetheless intelligent artificial agent. The artificial agent that makes Black and White such an incredible achievement in AI is the creature. As previously explained, the creature is used by the game player to do its bidding. It can also be seen as a child for the
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game player to both nurture and train. The chief AI developer for the game, Richard Evans, provided the gaming website www.gameai.com with some simple documentation of the game design. The desire that the developers had for the creatures was that they would be both very human-like and useful. To be human-like, the creature had to be plausible, malleable, and lovable. To be useful it had to be able to learn how to satisfy its master and know how to correctly act based upon its beliefs and percepts . Many recent games, such as The Sims, have made very human-like toy agents and many other recent games, such as Daikatana, have made incredibly useful agents; but no game before Black and White was able to combine the two elements into one seamlessly intelligent and empathetic agent . The main aspect of the games AI that makes it so powerful is its mixture of different approaches of representing intelligence. Given a variety of techniques, the one that is most suitable for any certain task can be used for that task on the fly. This idea was taken from Marvin Minskys years of research about AI at
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Massachusetts Institute of Technology . In particular, three representations were used. Symbolic attribute-value pairs are used to represent a creatures belief about any individual object. An example of this type of representation is: Strength of obstructions to walking: object.man-made.fence->1.0 object.natural.body-of-water.shallow-river->0.5 object.natural.rock->0.1 This method is used alongside with rules-based AI to give creatures their basic intelligence about objects. This scripted-AI is the most popular form of artificial intelligence found in games today . Decision trees represent agents beliefs about general types of objects. Finally, neural networks of perceptrons represent desires . There are numerous skills involved with learning and a large variety of ways in which a creature can learn. Creatures learn facts about its surroundings, how to do certain tasks, how sensitive to be to its desires, how to behave to or around certain objects, and which methods to apply in certain situations. After a creature completes a task, the game player can zoom in on the creature and using the mouse either stroke the creature lovingly or give it one or more strong slaps. The creatures belief in the how good of an
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idea that action was will be altered accordingly, just as scolding a child after he does something wrong will make him think twice about doing it again. Simply giving the creature a specific task will cause it to think that that task is a beneficial one. If the user repeatedly tells their creature to attack a specific type of villager, the creature will learn that it is a good idea to attack that type of villager and may do so on its own in the future. The creatures also learn by simply observing their peers. It might emulate anything that it sees a villager, another creature, or the user (its god/parent) doing. The fact that the creatures can learn by watching the user gives the creature an interesting distinction from any other artificial agent ever created for a commercial game. A creature will keep a symbolic representation of its god. It learns the personality of the user and uses that information to determine what actions would most please the game player. Lastly, creatures learn from reflecting own their own experiences. After a creature completes an action to satisfy a certain desire it will look at how well that desire was satisfied and adjust its internal weight structure accordingly . For example, a creature

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knows from birth that eating will satisfy its hunger. That is a natural instinct. But, it does not yet know what type of object satisfies its hunger best. It may see a fence and instantly walk over and take a bite out of it. It will then realize that the fence did not satisfy its hunger well and tasted horrible in the process. The creature will alter its internal food decision tree as to keep it from eating fences in the future . Here is a specific example of exactly how a creature dynamically builds a decision tree: Black and White is an extraordinary game that pushes the envelope when it comes to artificial intelligence in entertainment. Creatures from Black and White are the most realistic representations of living, learning things to ever come out of the gaming industry. Even though this game broke down barriers, there is still much more possible when it comes to integrating AI into video games. Given enough computing resources, there are three AI techniques that could be implemented in Black and White in order to make it a better and more powerful game. Incorporating a partial order planner into the creatures minds would make them more powerful and intelligent. A computer opponent powered

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by a breadth-first search and a partial order planner would make the game more difficult and engaging and therefore give the game more replay value. Using a dynamic lookup table to drive computer-controlled creatures in battle would make the battling aspect of the game more interesting and challenging. Black and White 2 is currently in production and many of its new features are shrouded in secrecy. No matter what is added or improved, the game is sure to be another breakthrough in the use of artificial intelligence in gaming.

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CONCEPT

GOALS GAME CATEGORIES HISTORY COMMON ISSUES AND METHODS ISSUES IN VARIOUS GAME CATEGORIES

GOALS Games are entertainment! Important that things behave naturally not necessarily perfect "things" are not always creatures Follow (the game's) natural laws and avoid cheating Characters should be aware
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GAME CATEGORIES Role Playing Games (RPG, MMORPG) First Person (Third Person) Shooter(FPS/TPS) Strategy games (RTS, DTS, 4X) Sports games Simulation games Adventure games Classic strategy games Fighting games

HISTORY -1980

1960's First computer games SpaceWar! (PDP1, for two human players) (1962) Board games (e.g. chess) against the machine 1970's
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Pong (early arcade game) (1972) Computer controlled opponent in arcade games Space Invaders (1978) Predefined patterns, no awareness "AI" takes 1-2% of CPU 2000s Computer games is a big industry Games sell for about 25 billion USD per year Market grows with 16% per year A game project: 2 years, 8-15 million USD Less cheating in AI Characters are more aware Characters collaborate better Focus shift from graphics towards AI Large part of the code is AI code (often madefrom scratch for each game)

STRATEGY GAMES AI heavy (on both sides) Shortest path problems Strategical decisions Tactical decisions Town building and resource management planning Indigenous life
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Reconnaissance (fog-of-war) Diplomacy Know thy enemy (observe and adapt)

ROLE PLAYING AND ADVENTURE AI in enemies, bosses, party members and other NPCs, ... Scripting, FSMs, Messaging Role Playing Combat combat oriented games are simpler to make Conversations (grammar machines) Quest generators Towns ACTION GAMES (FPS, TPS) Enemies Cooperative agents Weapons Attention requires perception requires a good physics engine Pathfinding Spatial reasoning Anticipation
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A first attempt at writing the AI would be a simple algorithm to assign orders to each resource (i.e. a planet, or ship), starting with the most important first. Defending planets with production queues has the highest priority, because they are the most valuable.
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The next highest, is defending colonies without production queues, then attacking enemy home planets, then colonizing habitable planets, then attacking enemy ships, then repairing damaged ships and lastly exploring uncharted territory. So, we take the highest priority task first, and check for any enemy ships that are close to our colonies. As you can see in the image above enemy frigates X & Y threaten both the AI's home world and colony. So, we find the closest warships and assign them to attack. You might see here the flaw here in our algorithm. If by chance, frigate Y is handled first, destroyer A will be assigned because it's the closest. Then, when Frigate X is processed, the only ship left to attack is destroyer B, which is too far away to reach it and Frigate X succeeds in bombing our home planet. It's obvious that Destroyer B should be assigned to Frigate Y and Destroyer A to Frigate X. Also, other problems can occur with this simple algorithm. Have a look at a more complex scenario:
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In this new scenario we have Destroyer A badly damaged from a previous attack. It would be a futile sacrifice sending it into battle again. It's wiser to send it back to the home planet for repair. So, that leaves Destroyers C and B to defend our colonies. But destroyer C is too far away to reach frigate Y in time and would be better served to bomb the enemy colony, seeing as it's so close (not to mention, that fuel conversation is important too). Meanwhile, the AI colonizer is armed, and could be

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diverted from its primary colonization mission.

CONCLUSION

Thus here making a tenminute relaxation is the important concept of Artificial intelligence in game.

They need to be fast (i.e contrary to some academic approaches in AI which are optimal we will give you both) Games do not need optimal solutions (they need to be fun) Games may need to combine several techniques The goal is to design agents that provide the illusion of intelligence

Goal driven -The AI decides what it should do, and then figures out how to do it:

Reactive The AI responds immediately to changes in the world Knowledge intensive The AI knows a lot about the world and how it behaves, and embodies knowledge in its own behavior Characteristic - Embodies a believable, consistent character
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Fast and easy development

Games do not need optimal solutions (they need to be fun) Games may need to combine several techniques The goal is to design agents that provide the illusion of intelligence Low CPU and memory usage

Game Artificial intelligence thus how provides a confidential support to the field of entertainment by making things like multimedia effects and others which include the best animatory effects along with good intelligence.

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APPLICATIONS

Training Simulators
o

Effective training often requires thousands of people Computer generated stand-ins can cut costs Military simulations Management simulations Economic simulations

o o o o

Education
o

Software for pre-school children

Entertainment Virtual Environments


o

Simulated worlds allows AI researchers to concentrate on algorithms instead of sensors


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Again, computer generated robots are cheaper than actual robots

Human-level AI

o o o o o

- Every person is an expert on human-level intelligence - Testing of AI is easy Movies - Crowd scenes - Flocking behavior Realistic Movement

To adapt hierarchical task-network planning techniques for use in BRIDGE GAME, ways for the planner to perform complex numeric calculations, plan for multiple agents, consult external information sources, and reason about uncertain information were developed. These same techniques are now proving useful in generating and evaluating manufacturing process plans Applications Game AI Major Challenges

Resources

- Realism in computer games focused on graphics - Advanced graphics requires many CPU cycles
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- Recent advances in computer hardware have someone alleviated this issue.

BIBLIOGRAPHY

Bourg; Seemann (2004). AI for Game Developers. O'Reilly & Associates. ISBN 0-596-00555-5. Buckland (2002). AI Techniques for Game Programming. Muska & Lipman. ISBN 1-931841-08X. Buckland (2004). Programming Game AI By Example. Wordware Publishing. ISBN 1-55622-078-2. Champandard (2003). AI Game Development. New Riders. ISBN 1-59273-004-3. Funge (1999). AI for Animation and Games: A Cognitive Modeling Approach. A K Peters. ISBN 156881-103-9. Funge (2004). Artificial Intelligence for Computer Games: An Introduction. A K Peters. ISBN 1-56881208-6. Millington (2005). Artificial Intelligence for Games. Morgan Kaufmann. ISBN 0-12-497782-0. Schwab (2004). AI Game Engine Programming. Charles River Media. ISBN 1-58450-344-0.

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Smed and Hakonen (2006). Algorithms and Networking for Computer Games. John Wiley & Sons. ISBN 0-470-01812-7

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