Applications of Artificial Intelligence

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    Applications of Artificial Intelligence - Presentation Transcript

    1. within the Games Industry by Jake Fudge
      • In-depth investigation of the applications an implications of AI throughout the games industry
        • Focus on games made from 2000 onwards
          • Uses of FL, NN and GA’s
        • Covering across multiple platforms
        • Discussing the Middleware market
        • Discussion of hardware (i.e. PCI-E & Multicore CPUs)
        • Chart the progression of the industry (i.e. CPU -> GPU)
      • Case studies on Source and Gamebryo engines
      • (i.e. Oblivion)
      • Control – motor controller, for example, control of a race car or airplane
      • Threat Assessment – input number of enemy ground units, aerial units, etc.
      • Attack or Flee – input health, distance to enemy, class of enemy, etc.
      • Anticipation – Predicting player’s next move, input previous moves, output prediction
        • E.g. Black & White – uses NN’s to train
        • behaviour through ‘tickling’ and
        • ‘ smacking’ to increase/decrease weights
      • Constructed with the simple aim of keeping the car to the racing line
      • Used standard feedforward multilayer perceptron neural network
      • Fuzzy logic represents facts as a matter of degree rather than true/false statements
        • Humans often assign facts to categories with some flexibility about the boundary conditions
      • In control applications, like Game AI, responses to fuzzy input are smooth
        • Traditional Boolean logic only supports discrete states often resulting in abrupt state transitions
        • Fuzzy logic avoids these problems because the response will vary smoothly given the degree of truth of input conditions
          • E.g. Control – locomotion control that responds smoothly to obstacles
          • Threat Assessment - assessment of the threat posed by players/opponents
          • Classification - in-game classification of characters and game scenarios
      • Spark! Fuzzy Logic Editor
      • (by Louder Than A Bomb! software)
      • Excellent for tuning in-game parameters
        • E.g. Counter Strike: Source™ weapons
      • Mainly found to be used in preprocessing
      • Cons - Limited use outside of this
      • AI GUI
        • Visual toolbox
        • Allows developers to concentrate on design rather than programming
        • Modular design (AI building blocks)
        • C++ editor
      • Extended features
        • Procedural animation
        • Interactive dialogue
      Use of Spir.Ops AI can be found in Splinter Cell: Double Agent (Xbox 360/PC/PS3)
    2.  
      • Radiant AI
        • SpeechCraft – allows for creative dialogue through visual cues
        • NPC’s given a schedule which they have to achieve (sometime by any means possible!)
        • Skills and Race of character determine what information is available
        • Active AI based off skill to create more challenge (i.e. stronger rats)
      • Coarse – started by splitting client-side and server-side systems
        • Disparity within the engine
      • Fine – breaking up tasks into tiny pieces for equal distribution (similarities to Distributed Computing)
        • More complex than coarse threading
        • Bound by memory bandwidth
      • Hybrid – more of a system
      • hierarchy than a new
      • method
      • Nintendo™ Wii-mote
        • Gesture based gaming
        • Computational limitations on motion capturing
        • Programming actions through neural networks
          • Can accepts large database of actions
    3.  

    + Jake FudgeJake Fudge, 2 years ago

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    A variety of different methods that AI is implement more

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