Artificial intelligence In Modern-Games.

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Artificial intelligence In Modern-Games.

  1. 1. ARTIFICIAL INTELLIGENCE IN GAMES NITISHKUMAR KAVISHETTI Dept. of Computer Science & Engineering KLECET – Chikodi Artificial Intelligence In Games
  2. 2. AGENDA <ul><li>Introduction </li></ul><ul><li>Importance </li></ul><ul><li>Design </li></ul><ul><li>Different Game Genres </li></ul><ul><li>AI in typical FPS </li></ul><ul><li>Last words about AI </li></ul><ul><li>References </li></ul>Artificial Intelligence In Games
  3. 3. WHAT THE ARTIFICIAL INTELLIGENCE IS ALL ABOUT? <ul><li>Artificial intelligence is about making computers able to perform the thinking tasks that humans and animals are capable of. </li></ul><ul><li>This ‘stuff’ is not about making rules as it was in classical games (Ex: Board games) …… it’s all about obeying them strategically in order to defeat opponent. </li></ul>Artificial Intelligence In Games
  4. 4. INCREASING IMPORTANCE OF AI IN GAMES <ul><li>Smartness and complexity of the game entirely depends on it’s underlying AI. </li></ul><ul><li>Modern users are not only demanding extreme graphics, but also moderate level of opponent intelligence. </li></ul><ul><li>Hence Design and Development of AI is becoming more and more significant. </li></ul>Artificial Intelligence In Games
  5. 5. Building Blocks in Designing Game AI <ul><li>MOVEMENT </li></ul><ul><li>DECISION MAKING </li></ul><ul><li>WORLD INTERFACE </li></ul><ul><li>EXECUTION MANAGEMENT </li></ul>Artificial Intelligence In Games
  6. 6. MOVEMENT <ul><li>Will our characters be represented individually or will we only see their group effects? </li></ul><ul><li>Will the characters’ motion need to be physically simulated, as in a car game? </li></ul><ul><li>How realistic does the physics have to be? </li></ul>Artificial Intelligence In Games
  7. 7. DECISION MAKING <ul><li>What is the full range of different actions that your characters can carry out in the game? </li></ul><ul><li>Will characters need to look ahead in order to select the best decision? </li></ul><ul><li>Will your character need to change the decisions it makes depending on how the player acts? </li></ul>Artificial Intelligence In Games
  8. 8. WORLD INTERFACE <ul><li>Characters need to get information on the sights, smells, and sounds of odd occurrences in the game. This should be handled by a sense management simulation </li></ul>Artificial Intelligence In Games
  9. 9. EXECUTION MANAGEMENT <ul><li>Path finding </li></ul><ul><li>Sense management </li></ul>Artificial Intelligence In Games
  10. 10. Execution management AI gets given processor time AI gets its information World interface Group AI Strategy Content creation Scripting Character AI Decision making Movement Animation Physics AI has implications for related technologies AI MODEL
  11. 11. DIFFERENT GAME GENRES <ul><li>First Person Shooter(FPS) </li></ul><ul><li>Driving </li></ul><ul><li>Real-Time Strategy(RTS) </li></ul><ul><li>Sports </li></ul>Artificial Intelligence In Games
  12. 12. SHOOTERS(FPS) <ul><li>The most significant AI needs for the genre are: </li></ul><ul><li>1. Movement—control of the enemies </li></ul><ul><li>2. Firing—accurate fire control </li></ul><ul><li>3. Decision making—typically simple state machines </li></ul><ul><li>4. Perception—determining who to shoot and where they have to </li></ul><ul><li>5. Path finding—often (but not always) used to allow characters to plan their route through the level </li></ul><ul><li>6. Tactical AI—again, often used to allow characters to determine safe positions to move or for more advanced tactics such as ambush laying </li></ul>Artificial Intelligence In Games
  13. 13. Animation controller Kinematic movement Scripting language Waypoint tactics/frag-maps Artificial Intelligence In Games Line of sight checks Path finding (for complex enemies or bots) Movement Decision making Tactical/Strategic AI Supporting technology AI ARCHITECTURE FOR A SHOOTER
  14. 14. Artificial Intelligence In Games GAME ENVIORNMENT Enemy sight Enemy-1 Enemy-2 Player
  15. 15. CONCLUSION <ul><li>The sea change in academic AI is more than a fashion preference. </li></ul><ul><li>AI Design is not only complex, but creative. </li></ul><ul><li>Hence our hope for new innovation in AI continues….. </li></ul>Artificial Intelligence In Games
  16. 16. REFERENCES <ul><li>Millington, I. (2007). Game physics engine development. San Francisco: Morgan Kaufmann. </li></ul><ul><li>2. E'berly, D. (2004). Game Physics. San Francisco Morgan. Kaufmann <http://www.geometrictools.com/Books.html> Accessed 2008 </li></ul><ul><li>3. ARTIFICIAL INTELLIGENCE FOR GAMES Second edition : IAN MILLINGTON and JOHN FUNGE </li></ul>Artificial Intelligence In Games
  17. 17. THANK YOU….. Artificial Intelligence In Games

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