Artificial Intelligence in Computer Games

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Artificial Intelligence in Computer Games Işık Barış Fidaner


Purpose of Game AI Games involve interaction (with whom?)  We need 

Challenging enemies like Deep Blue who won against Kasparov

Believable characters like in a movie scripted on the run


AI roles and game genres Tactical enemies appear mainly in action games  Units and strategic opponents are main roles of a strategy game  Partner characters are important in role playing games (RPG)  Support characters are used in adventure games and RPGs 


Action games First were 2D games like platform games, shoot’em up  Then came 3D first person or third person shooter games 

First enemies were simple “monsters”  Then “bots” were created as a simulation of human players 

Not all action games are “shooters”, e.g. Thief is a “first person sneaker” game


Pacman (1980)


Silkworm (1989)


Wolfenstein 3D (1992)


Inside a monster’s mind


Thief (1998)


Counter-Strike Source (2004)


How do bots evaluate the map


Strategy Games First were turn based, like board games  Then, real time strategy games appeared  Two main roles 

 

Strategic opponents Units


Civilization (1991)


How units find their path: A*


Age of Empires II (1999)


Formations of marching units


Strategic reasoning of your opponent


Reasoning under uncertainty


Artificial life Games that involve simulated living beings  In these games, creatures 

have simulated desires, feelings  try to meet their needs  sometimes learn from experience, or maybe they only seem to be 


SimCity (1989)


Creatures (1996)


The Sims (2000)


Dungeon Keeper (1997)


Black & White (2001)


B&W: The creature’s mind


Adventure and role playing games Support characters lead the player the way through the game’s story  An intelligent “support character” must 

be strictly consistent with the story  at the same time be flexible enough to give alternative responses to player’s different choices 


Fate of Atlantis (1992)


Grim Fandango (1998)


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