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 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.”
• 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.
• 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
• 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.
• 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
• 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.
• 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.
• 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.
• Characters are able to interact with an
arrangement of objects in the environment due to
unique object logic.
• 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
• 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.
• Enemies reacted in
dynamic ways.
• Different enemies
would react
differently in different
situations.
• Enemies would work
together against the
player.
• 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.
• Non Playable characters (NPCs) and
enemies within the game world react
dynamically with the player and each
other.
• 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.
• 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.
• Games are about
Entertainment
• While the AI in a
game might be very
advanced it might not
necessarily be
entertaining.
Watch video!
Ai on video games
Ai on video games

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Ai on video games

  • 1.
  • 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.”
  • 3.
  • 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.