This document provides a history of artificial intelligence in video games from 1972 to present day. It summarizes key early games that established staples of AI design like Pong simulating human error and Pac-Man's scripted enemy patterns. It then outlines how simulation games like SimCity and The Sims featured increasingly autonomous virtual populations. More recent games have utilized advanced techniques such as dynamic enemy reactions and AI directors that change gameplay based on player performance.
2. The term Artificial Intelligence (AI)
was coined by John McCarthy in
1956
• As a Noun
The Intelligence of Machines.
• As a Field
– “The science and engineering of
making intelligent machines.”
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4.
5.
6. • One of the First Video
Games
• Manufactured by Atari
• Released in 1972
• Designed for 1 or 2 players.
• Essentially just table tennis
in 2 dimensions.
• There is Logic to how the
Computer moves the
paddle.
• To simulate Human error
the computer is designed to
skip its adjustment every 8
frames.
7. • Developed by Nintendo
• Released in 1985
• Classic example of the
Platformer
• Developed by Namco
• Distributed by Midway (in
US)
• Released: 1980
• Single player only
• Simple maze game
8. • Enemy units in the
game are designed to
follow a scripted
pattern.
• Either move back and
forth in a given
location or attack a
player if nearby
• Became a staple
technique for AI
design.
9.
10. • Developed by Maxis
• Published by
Electronic Arts
• Released in 1989
• First in a series of
Simulation Games
which are often at the
forefront of AI
technology
11. • The player is able to
manipulate certain
aspects of the city.
• The population of the
City acts somewhat
autonomously.
• Furthermore the
game will simulate
random disasters.
12. • Developed by Maxis
• Published by
Electronic Arts
• Released in 2000
• A life simulation game
in which the player
has control over a
semi-autonomous
people.
13. • The Sims characters
can be manipulated
by the player but will
also carry out day to
day tasks on their
own.
• Characters also have
defined needs and
personality traits that
dictate how they act
in given situations.
14. • Characters are able to interact with an
arrangement of objects in the environment due to
unique object logic.
15. • Developed by Lionhead
Studios
• Published by EA games
• Released in 2001
• Simulation game in which
you play God.
• Similar to Sim City
• You had more control
over the environment and
the people in the game
• You could also create
armies and wage war
16. • You could control and
train large creatures
• You could then punish
or reward the creatures
based on how they
complete tasks.
• Over time the creatures
will learn how you wish
tasks to be done based
on how they are
treated.
17. • Enemies reacted in
dynamic ways.
• Different enemies
would react
differently in different
situations.
• Enemies would work
together against the
player.
18. • The game utilizes an AI
director that will
change the game based
on how well the
player(s) are doing.
• This can make the
game more or less
difficult for players with
different skill levels.
• This also changes the
events of the game
between different play
sessions.
19. • Non Playable characters (NPCs) and
enemies within the game world react
dynamically with the player and each
other.
20. • There are a number of issues that prevent
Video Games from being the best area for the
evolution of AI
• Despite the how far AI in games has come
over time no game is perfect.
• There are a number of reasons as to why this
is and will always be the case.
21.
22. • Time
– The game has to be
released at some point and
not everything that needs
to be addressed can be
addressed.
• Money
– Games are expensive to
make so items are
generally prioritized to put
the most effort into what is
considered most
important.
23. • Games are about
Entertainment
• While the AI in a
game might be very
advanced it might not
necessarily be
entertaining.