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Artificial Intelligence
INTRODUCTION, GAMING & APPLICATIONS
Satvik Jagannath
Software Development Engineer
CVG, CISCO
Agenda
 Definitions of Artificial Intelligence
 Introduction to Artificial Intelligence
 What does “ARTIFICIAL” INTELLIGENCE “REALLY” mean?
 AI is not building robots
 Problem Solving
 Algorithms and Concepts of AI in Gaming
 AI Game – Code and Demo
 Applications of AI in Gaming
 Logical and Contextual Reasoning
 Google Deepmind and AlphaGo
 Artificial Super Intelligence – Videos
 Battlefield 1 and FIFA 17
 Hands on Demo
 A day made of Glass
Definitions of Artificial Intelligence
FORMAL DEFINITIONS
Definitions of AI
The theory and development of computer systems able to perform tasks
normally requiring human intelligence, such as visual perception, speech
recognition, decision-making, and translation between languages.
Formal Wikipedia Definition
Definitions of AI
Artificial Intelligence (AI) is usually defined as the science of making
computers do things that require intelligence when done by humans.
Alan Turing
Definitions of AI
It is the science and engineering of making intelligent machines, especially
intelligent computer programs. It is related to the similar task of using
computers to understand human intelligence, but AI does not have to confine
itself to methods that are biologically observable.
John McCarthy, Computer Science Dept., Stanford
Definitions of Artificial Intelligence
HOW AI EXPERTS AND RESEARCHERS DEFINE
Definitions of AI
Warning: Cynical Definition...
My definition of AI is any algorithm that is new in computer science. Once the
algorithm becomes accepted then it's not AI, it's just a boring algorithm.
At one time windows, mouse, menus, scroLlbars etc. were considered an AI
technique for making computers understand natural language. (The menus are a
list of valid words the system understands)
This is also why I study "Cognition", not AI.
R. Keen
Dick Keene, Sun Microsystems, Inc.
Definitions of AI
Artificial Intelligence - an area of computer science that follows the credo,
"When in doubt, use a graph search!!”
Jared L. Colfleshm
Dept. of Computer Science, University of Virginia
Definitions of AI
Artificial Intelligence - a subfield of computer science devoted to the
construction of extremely complex programs that do not work.
Frank Z. Brill
Applied Mathematics, CS
Samsung
Definitions of AI
Artificial Intelligence:
void Duh( void ) {
while (thinking)
Duh();
}
Robert C. Craighurst
Definitions of AI
A year spent in artificial intelligence is enough to make one believe in God.
Artificial Intelligence is no match for natural stupidity.
Artificial Intelligence? I'll be impressed when they come up with artificial
CUNNING.
Robots do it with artificial intelligence.
sent by Adam Rifkin(adam@cs.caltech.edu)
Introduction to Artificial Intelligence
 https://www.youtube.com/watch?v=fvtrRGmv7aU
AI is not just building Robots!
 Robots are “real object representation of an AI engine”
 An AI Engine is considered something that can do one or more of the
following
 Act Humanly
 Think Humanly
 Think Rationally
 Act Rationally
Act Humanly – The Turing Test Approach
 Intelligent behavior is the ability to achieve Human-like performance in all
cognitive tasks
 The system would need to possess the following capabilities:
 Natural Language Processing – Enable communication
 Knowledge Representation – Store information
 Automated Reasoning – Analyze information and draw solutions
 Machine Learning – Detect and extrapolate patterns
 Total Turing Test:
 Computer Vision – Perceive objects
 Robotics - Mobility
Think Humanly – Cognitive Modelling Approach
 The most complicated problem, which is yet to be completely solved :
HUMAN BRAIN!
 How does a Human Brain work?
 Can computers behave like us?
 Emotions? //EML
 Cognitive Modelling is achieved through
 Introspection
 Physiological Experiments
 AI and Cognitive Science fertilize each other
Human Brain
 https://www.youtube.com/watch?v=JiTz2i4VHFw
Thinking Rationally – The laws of thought approach
 Aristotle coined the word “right thinking”
 His famous “Laws of Syllogisms” provided patterns and logics
 Socrates is a man; All men are mortal; Therefore Socrates is mortal.
 Simple working principle:
Input : Take Description of problem in a logical notation
Output: Find solution to the problem if one exists
else, the system shall never stop looking
 Problem : Giving formal inputs, not sure of a 100% solution
Acting Rationally – The rational agent approach
 An agent is something that perceives and acts
 Correct inferences and conclusions
 Reflex action like humans (not just about correctness! time)
 Expectation : 100% rational like human
Reality : limited rationality as –
 Environment is usually complex
 Computational demands are too high
Problem Solving
Desired outcome
based on context based on chance
Decision
What to do sequence of actions
Problem Solving Agent
Problem Various solutions
Steps to solve a problem
 Problem : Collection of information that the agent will use to decide what
to do
 Initial State : The initial state that the agent knows itself to be in
 Operator : Set of possible actions which decide the next state
 Successor function : Given a state ‘x’, S(x) will return a set of states that is
reachable from ‘x’
 State space : Set of all states reachable from the initial state by any
sequence of actions
 Path : Any sequence
 Path Cost Function : Assigns a cost to the path
 Solution : Path from initial state to a state that satisfies the goal test
Example – Simplified roadmap of Romania
8 Puzzle Problem
8 Puzzle Problem
 State : location of each tile
 Operators : blank moves left, right, up or down
 Goal Test : if state matches the goal
 Path Cost : each step costs 1 i.e., length of traversal/path
 This is an example of NP-Complete problem.
 Other examples- 15 Puzzle Problem, 8 Queens Problem etc.,
 These are the best problems to implement AI search algorithms
Search techniques
 Breadth First Search
 Uniform Cost Search
 Depth First Search
 Depth Limited Search
 Bi-Directional Search (Memory Intensive!!)
 Backtracking Search
 Forward-checking Search
Best First Search
 Applied on General Search
 An evaluation function returning number of desirable outcomes on
expanding the node
Greedy Search
 Minimize estimated cost to reach the goal
 Heuristic function, h(n) that calculates the minimum cost
Map with Distances
Greedy First Approach to find Bucharest
A* Algorithm - Minimizing the Total Path Cost
 Greedy search minimizes the estimated cost to goal, h(n)
 Uniform search minimizes the cost of the path so far, g(n)
 Combining these 2 strategies would give the estimated cost of the
cheapest solution
 i.e., f(n) = h(n) + g(n)
A* Approach to find Bucharest
Google Now
A data aggregator and data mining
https://www.youtube.com/watch?v=pPqliPzHYyc
A* AI based on JS, HTML5 game
 Path finding algorithms are building blocks of AI
 Simple puzzle game to deep strategy game
 Obstacle detection and avoidance
 In most games
 Walk around obstacles
 Find path out of a maze
 Reach destination ‘B’ from start point ‘A’
 Quickest or Shortest possible route
 Etc..,
Origins of Path Finding AI : Dijkstra’s
 Early implementations of Diskstra’s algorithm of finding efficient routes of
any hypothetical situation
 Best choice of route
 Travelling from A->B adds up cost
Problems with Dijkstra’s
 Naïve implementation – No ‘most likely candidates first’
 Solution is got after each & every candidate is tested
A* to the rescue
 Best first, graph search algorithm that finds the least cost path from given
initial node to the goal node
… more Optimization
 Assign weights to nodes along the way and predict direction
 By using such aggressive heuristic approaches we can predict the “Most
Likely Best Direction”
Games are AI?
Not really!
They are GAME AI
For sure not Academic AI
Game AI is an algorithm that replaces
randomness.
AI in Games
 Good Game AI is an algorithm that provides superior designed results to
randomness.
 Football Manager doesn't use Neural Networks - it uses standard decision
based AI with some learning aspects associated with them through
recording of previous resultant effects but it can't be said to be a 'pure'
approach in either manner.
 Perception, Path Finding, Behavior Trees
 Navigation Mesh
AI Game
 Sprite sheet
 Generate a random map or world
 Obstacles
 Find path from A to B
 Using A*
AI Game : HTML
AI Game : JS
AI Game : JS
AI Game : JS
AI Game : JS
Let’s actually draw on the screen
AI Game : JS
Let’s actually draw on the screen
AI Game : JS
AI Game : JS
A* Algo
AI Game : JS
A* Algo
AI Game : JS
More code on IDE and Live Demo
Vector Field Collision Avoidance
 This method provides “intelligent” behaviors in a wide class of games with
very simple and highly reusable code.
 We can use Vector Field algo on top of any Path finding algo
 More optimal and easy to implement
 More realistic is collision avoidance
 Vector field concept from Math
Vector Field Collision Avoidance
 Vector implementation can be as simple as
Vector Field Collision Avoidance
 Force can be anything – Gravity, Wind etc.,
Vector Field Collision Avoidance
 Most convenient property of a Vector is “Sum”
 Multiple forces? No problem! Just add them all!!
Knowledge and Reasoning
 Minmax algorithm is used to find the most optimal strategy for the MAX,
thereby giving the BEST FIRST MOVE
Chess Game Evaluation
Chess Game Evaluation
Chess Game Evaluation
Chess Game Evaluation
Agents behind logical reasoning
 Siri, Cortana are the 2 most popular applications
 These two assistants churn solution sets to perfectly match your query
unlike Google Now(most of it)
 New developments
 Conversational Interface
 Personal Context Awareness
 Service Delegation
 Recurring Machine Learning
Siri
NLP, logical reasoning and recurring ML
https://www.youtube.com/watch?v=8ciagGASro0
Logical Reasoning
 Algorithm – Logic + Control
 Inferences are done by Backward Chaining, using DFS
 When we hit a dead-end, backs up to most recent step having alternatives
 Order of search : Left to Right
 Clauses in Knowledge Base are applied : First to Last
 Constraint Logical Programming
 Meta-reasoning : Reordering of solution set, reasoning about reasoning
Planning – Every possible move in solution set
Compiler
 The best planning & strategy engine
 Real time, errors as you type
 Can GCC or javac be called as an AI?
 How about Javascript?
 Dynamic Scope!
 Some thoughts on 1-pass compiler (by Mozilla)
Contextual Reasoning
 Reasoning based on position of current state w.r.t. its neighbors
 Context can be power/strength of neighbors (CS 1.6 game)
 Context can be time of the day (Facebook)
 Context can be priority or importance
 Context can also be the flow
 Two or more of the above factors can also for contexts of n-dimensions
 Example of n-dimensional context GUNAI app
GUNAI
 Time factor
 Context based
 Data Collection
 Recurring Machine Learning
 Adaptive Reasoning
 Greedy to Learn
 Correlation
 Smartest sidebar
https://www.youtube.com/watch?v=4aOYjS1yHhE
Correlation
ML on Twitter Trends
 One of the research papers I have written with colleagues
 Problem : Twitter has humongous real-time tweets
 Reason why #HashTag is trending is always a ‘?’
 Streaming data aggregation
 Filtering
 Correlation
 Relevant tweets
 Demo
Google’s Deepmind
 Google Deepmind beat world champion in Go game
 Program with AI and Human Intuition
 Outsmarted Human Brain by using Reinforcement Learning and Neural
Networks rather than just Brute Force
 Deepmind AI is general purpose
 There is no Model, it just takes any set of ‘start’ & ‘end’ rules of a game to
learn with possibilities or tasks
 Our minds are capable of so much, its just about how much we use it
Go’s possibilities
 Brute force was never an option!
AlphaGo
https://www.youtube.com/watch?v=53YLZBSS0cc
Artificial Super Intelligence
 Currently a hypothetical agent that posses intelligence which surpasses the
brightest human minds in all aspects
 Google Deepmind can be one!
 Achieved - recursive self-improvement
 Intelligence Explosion – formation of an ASI
 It can discover or invent anything just like us
 Take relative decisions
 Ability to learn with less supervision
 Reinforcement learning – inherently
ASI
https://www.youtube.com/watch?v=fvtrRGmv7aU
ASI – Person Of Interest
https://www.youtube.com/watch?v=mYmVMH0-tlY
ASI – Chess Game
https://www.youtube.com/watch?v=iz5EFsSbQ7U
Interesting Number : PI
 Every thing in the world can be defined in terms on one number
https://www.youtube.com/watch?v=4RldHTtd3O8
AI for Games : Chess
 Probabilities
 Piece Values
 Strategic Planning
https://www.youtube.com/watch?v=Ffg2l3NtiAQ
AI for Games
AI in Games : Battlefield 1
 Counter Strike
 Call of Duty
 Battlefield 1
 Multi-player strategy
 Multi-dimensional forces
 Not just winning, building and saving team
https://www.youtube.com/watch?v=c7nRTF2SowQ
AI in Games : FIFA
 Game based on real player moves
 Game Strategy
 Multiple players applying their best movement
https://www.youtube.com/watch?v=-3fjoe5Njpc
Demo
 Capturing relevant data
 Learn GraphDB
 Neo4J, GraphQL
 Understand Graph Search
 Why is it efficient?
 Complex queries
 Facebook (Friends, Suggestion, Post Recommendation, Timeline)
A Day made of Glass
Not just AI, but, a real life of the future
https://www.youtube.com/watch?v=PfgmlVxLC9w
References
 Artificial Intelligence - A Modern Approach by Stuart J. Russell and Peter Norvig
 https://neo4j.com/blog/why-the-most-important-part-of-facebook-graph-search-is-
graph/
 http://www.alanturing.net/turing_archive/pages/reference%20articles/what%20is%20ai.h
tml
 https://www.quora.com/Which-Artificial-Intelligence-algorithms-are-used-in-a-game-
like-Fifa-Football-or-PES-Pro-Evolution-Soccer
 https://www.quora.com/What-are-some-gaming-companies-that-use-artificial-
intelligence
 https://www.quora.com/Which-artificial-neural-network-learning-rule-does-Football-
Manager-Game-use
 http://buildnewgames.com/vector-field-collision-avoidance/
 http://buildnewgames.com/astar
Thank You
 Satvik Jagannath
 Twitter, Github : @bozzmob

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Artificial Intelligence in Gaming

  • 1. Artificial Intelligence INTRODUCTION, GAMING & APPLICATIONS Satvik Jagannath Software Development Engineer CVG, CISCO
  • 2. Agenda  Definitions of Artificial Intelligence  Introduction to Artificial Intelligence  What does “ARTIFICIAL” INTELLIGENCE “REALLY” mean?  AI is not building robots  Problem Solving  Algorithms and Concepts of AI in Gaming  AI Game – Code and Demo  Applications of AI in Gaming  Logical and Contextual Reasoning  Google Deepmind and AlphaGo  Artificial Super Intelligence – Videos  Battlefield 1 and FIFA 17  Hands on Demo  A day made of Glass
  • 3. Definitions of Artificial Intelligence FORMAL DEFINITIONS
  • 4. Definitions of AI The theory and development of computer systems able to perform tasks normally requiring human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. Formal Wikipedia Definition
  • 5. Definitions of AI Artificial Intelligence (AI) is usually defined as the science of making computers do things that require intelligence when done by humans. Alan Turing
  • 6. Definitions of AI It is the science and engineering of making intelligent machines, especially intelligent computer programs. It is related to the similar task of using computers to understand human intelligence, but AI does not have to confine itself to methods that are biologically observable. John McCarthy, Computer Science Dept., Stanford
  • 7. Definitions of Artificial Intelligence HOW AI EXPERTS AND RESEARCHERS DEFINE
  • 8. Definitions of AI Warning: Cynical Definition... My definition of AI is any algorithm that is new in computer science. Once the algorithm becomes accepted then it's not AI, it's just a boring algorithm. At one time windows, mouse, menus, scroLlbars etc. were considered an AI technique for making computers understand natural language. (The menus are a list of valid words the system understands) This is also why I study "Cognition", not AI. R. Keen Dick Keene, Sun Microsystems, Inc.
  • 9. Definitions of AI Artificial Intelligence - an area of computer science that follows the credo, "When in doubt, use a graph search!!” Jared L. Colfleshm Dept. of Computer Science, University of Virginia
  • 10. Definitions of AI Artificial Intelligence - a subfield of computer science devoted to the construction of extremely complex programs that do not work. Frank Z. Brill Applied Mathematics, CS Samsung
  • 11. Definitions of AI Artificial Intelligence: void Duh( void ) { while (thinking) Duh(); } Robert C. Craighurst
  • 12. Definitions of AI A year spent in artificial intelligence is enough to make one believe in God. Artificial Intelligence is no match for natural stupidity. Artificial Intelligence? I'll be impressed when they come up with artificial CUNNING. Robots do it with artificial intelligence. sent by Adam Rifkin(adam@cs.caltech.edu)
  • 13. Introduction to Artificial Intelligence  https://www.youtube.com/watch?v=fvtrRGmv7aU
  • 14. AI is not just building Robots!  Robots are “real object representation of an AI engine”  An AI Engine is considered something that can do one or more of the following  Act Humanly  Think Humanly  Think Rationally  Act Rationally
  • 15. Act Humanly – The Turing Test Approach  Intelligent behavior is the ability to achieve Human-like performance in all cognitive tasks  The system would need to possess the following capabilities:  Natural Language Processing – Enable communication  Knowledge Representation – Store information  Automated Reasoning – Analyze information and draw solutions  Machine Learning – Detect and extrapolate patterns  Total Turing Test:  Computer Vision – Perceive objects  Robotics - Mobility
  • 16. Think Humanly – Cognitive Modelling Approach  The most complicated problem, which is yet to be completely solved : HUMAN BRAIN!  How does a Human Brain work?  Can computers behave like us?  Emotions? //EML  Cognitive Modelling is achieved through  Introspection  Physiological Experiments  AI and Cognitive Science fertilize each other
  • 18. Thinking Rationally – The laws of thought approach  Aristotle coined the word “right thinking”  His famous “Laws of Syllogisms” provided patterns and logics  Socrates is a man; All men are mortal; Therefore Socrates is mortal.  Simple working principle: Input : Take Description of problem in a logical notation Output: Find solution to the problem if one exists else, the system shall never stop looking  Problem : Giving formal inputs, not sure of a 100% solution
  • 19. Acting Rationally – The rational agent approach  An agent is something that perceives and acts  Correct inferences and conclusions  Reflex action like humans (not just about correctness! time)  Expectation : 100% rational like human Reality : limited rationality as –  Environment is usually complex  Computational demands are too high
  • 20. Problem Solving Desired outcome based on context based on chance Decision What to do sequence of actions Problem Solving Agent Problem Various solutions
  • 21. Steps to solve a problem  Problem : Collection of information that the agent will use to decide what to do  Initial State : The initial state that the agent knows itself to be in  Operator : Set of possible actions which decide the next state  Successor function : Given a state ‘x’, S(x) will return a set of states that is reachable from ‘x’  State space : Set of all states reachable from the initial state by any sequence of actions  Path : Any sequence  Path Cost Function : Assigns a cost to the path  Solution : Path from initial state to a state that satisfies the goal test
  • 22. Example – Simplified roadmap of Romania
  • 24. 8 Puzzle Problem  State : location of each tile  Operators : blank moves left, right, up or down  Goal Test : if state matches the goal  Path Cost : each step costs 1 i.e., length of traversal/path  This is an example of NP-Complete problem.  Other examples- 15 Puzzle Problem, 8 Queens Problem etc.,  These are the best problems to implement AI search algorithms
  • 25. Search techniques  Breadth First Search  Uniform Cost Search  Depth First Search  Depth Limited Search  Bi-Directional Search (Memory Intensive!!)  Backtracking Search  Forward-checking Search
  • 26. Best First Search  Applied on General Search  An evaluation function returning number of desirable outcomes on expanding the node
  • 27. Greedy Search  Minimize estimated cost to reach the goal  Heuristic function, h(n) that calculates the minimum cost
  • 29. Greedy First Approach to find Bucharest
  • 30. A* Algorithm - Minimizing the Total Path Cost  Greedy search minimizes the estimated cost to goal, h(n)  Uniform search minimizes the cost of the path so far, g(n)  Combining these 2 strategies would give the estimated cost of the cheapest solution  i.e., f(n) = h(n) + g(n)
  • 31. A* Approach to find Bucharest
  • 32. Google Now A data aggregator and data mining https://www.youtube.com/watch?v=pPqliPzHYyc
  • 33. A* AI based on JS, HTML5 game  Path finding algorithms are building blocks of AI  Simple puzzle game to deep strategy game  Obstacle detection and avoidance  In most games  Walk around obstacles  Find path out of a maze  Reach destination ‘B’ from start point ‘A’  Quickest or Shortest possible route  Etc..,
  • 34. Origins of Path Finding AI : Dijkstra’s  Early implementations of Diskstra’s algorithm of finding efficient routes of any hypothetical situation  Best choice of route  Travelling from A->B adds up cost
  • 35. Problems with Dijkstra’s  Naïve implementation – No ‘most likely candidates first’  Solution is got after each & every candidate is tested
  • 36. A* to the rescue  Best first, graph search algorithm that finds the least cost path from given initial node to the goal node
  • 37. … more Optimization  Assign weights to nodes along the way and predict direction  By using such aggressive heuristic approaches we can predict the “Most Likely Best Direction”
  • 38. Games are AI? Not really!
  • 39. They are GAME AI For sure not Academic AI
  • 40. Game AI is an algorithm that replaces randomness.
  • 41. AI in Games  Good Game AI is an algorithm that provides superior designed results to randomness.  Football Manager doesn't use Neural Networks - it uses standard decision based AI with some learning aspects associated with them through recording of previous resultant effects but it can't be said to be a 'pure' approach in either manner.  Perception, Path Finding, Behavior Trees  Navigation Mesh
  • 42. AI Game  Sprite sheet  Generate a random map or world  Obstacles  Find path from A to B  Using A*
  • 43. AI Game : HTML
  • 44. AI Game : JS
  • 45. AI Game : JS
  • 46. AI Game : JS
  • 47. AI Game : JS Let’s actually draw on the screen
  • 48. AI Game : JS Let’s actually draw on the screen
  • 49. AI Game : JS
  • 50. AI Game : JS A* Algo
  • 51. AI Game : JS A* Algo
  • 52. AI Game : JS More code on IDE and Live Demo
  • 53. Vector Field Collision Avoidance  This method provides “intelligent” behaviors in a wide class of games with very simple and highly reusable code.  We can use Vector Field algo on top of any Path finding algo  More optimal and easy to implement  More realistic is collision avoidance  Vector field concept from Math
  • 54. Vector Field Collision Avoidance  Vector implementation can be as simple as
  • 55. Vector Field Collision Avoidance  Force can be anything – Gravity, Wind etc.,
  • 56. Vector Field Collision Avoidance  Most convenient property of a Vector is “Sum”  Multiple forces? No problem! Just add them all!!
  • 57. Knowledge and Reasoning  Minmax algorithm is used to find the most optimal strategy for the MAX, thereby giving the BEST FIRST MOVE
  • 62. Agents behind logical reasoning  Siri, Cortana are the 2 most popular applications  These two assistants churn solution sets to perfectly match your query unlike Google Now(most of it)  New developments  Conversational Interface  Personal Context Awareness  Service Delegation  Recurring Machine Learning
  • 63. Siri NLP, logical reasoning and recurring ML https://www.youtube.com/watch?v=8ciagGASro0
  • 64. Logical Reasoning  Algorithm – Logic + Control  Inferences are done by Backward Chaining, using DFS  When we hit a dead-end, backs up to most recent step having alternatives  Order of search : Left to Right  Clauses in Knowledge Base are applied : First to Last  Constraint Logical Programming  Meta-reasoning : Reordering of solution set, reasoning about reasoning
  • 65. Planning – Every possible move in solution set
  • 66. Compiler  The best planning & strategy engine  Real time, errors as you type  Can GCC or javac be called as an AI?  How about Javascript?  Dynamic Scope!  Some thoughts on 1-pass compiler (by Mozilla)
  • 67. Contextual Reasoning  Reasoning based on position of current state w.r.t. its neighbors  Context can be power/strength of neighbors (CS 1.6 game)  Context can be time of the day (Facebook)  Context can be priority or importance  Context can also be the flow  Two or more of the above factors can also for contexts of n-dimensions  Example of n-dimensional context GUNAI app
  • 68. GUNAI  Time factor  Context based  Data Collection  Recurring Machine Learning  Adaptive Reasoning  Greedy to Learn  Correlation  Smartest sidebar https://www.youtube.com/watch?v=4aOYjS1yHhE
  • 70. ML on Twitter Trends  One of the research papers I have written with colleagues  Problem : Twitter has humongous real-time tweets  Reason why #HashTag is trending is always a ‘?’  Streaming data aggregation  Filtering  Correlation  Relevant tweets  Demo
  • 71. Google’s Deepmind  Google Deepmind beat world champion in Go game  Program with AI and Human Intuition  Outsmarted Human Brain by using Reinforcement Learning and Neural Networks rather than just Brute Force  Deepmind AI is general purpose  There is no Model, it just takes any set of ‘start’ & ‘end’ rules of a game to learn with possibilities or tasks  Our minds are capable of so much, its just about how much we use it
  • 72. Go’s possibilities  Brute force was never an option!
  • 74. Artificial Super Intelligence  Currently a hypothetical agent that posses intelligence which surpasses the brightest human minds in all aspects  Google Deepmind can be one!  Achieved - recursive self-improvement  Intelligence Explosion – formation of an ASI  It can discover or invent anything just like us  Take relative decisions  Ability to learn with less supervision  Reinforcement learning – inherently
  • 76. ASI – Person Of Interest https://www.youtube.com/watch?v=mYmVMH0-tlY
  • 77. ASI – Chess Game https://www.youtube.com/watch?v=iz5EFsSbQ7U
  • 78. Interesting Number : PI  Every thing in the world can be defined in terms on one number https://www.youtube.com/watch?v=4RldHTtd3O8
  • 79. AI for Games : Chess  Probabilities  Piece Values  Strategic Planning https://www.youtube.com/watch?v=Ffg2l3NtiAQ
  • 81. AI in Games : Battlefield 1  Counter Strike  Call of Duty  Battlefield 1  Multi-player strategy  Multi-dimensional forces  Not just winning, building and saving team https://www.youtube.com/watch?v=c7nRTF2SowQ
  • 82. AI in Games : FIFA  Game based on real player moves  Game Strategy  Multiple players applying their best movement https://www.youtube.com/watch?v=-3fjoe5Njpc
  • 83. Demo  Capturing relevant data  Learn GraphDB  Neo4J, GraphQL  Understand Graph Search  Why is it efficient?  Complex queries  Facebook (Friends, Suggestion, Post Recommendation, Timeline)
  • 84. A Day made of Glass Not just AI, but, a real life of the future https://www.youtube.com/watch?v=PfgmlVxLC9w
  • 85. References  Artificial Intelligence - A Modern Approach by Stuart J. Russell and Peter Norvig  https://neo4j.com/blog/why-the-most-important-part-of-facebook-graph-search-is- graph/  http://www.alanturing.net/turing_archive/pages/reference%20articles/what%20is%20ai.h tml  https://www.quora.com/Which-Artificial-Intelligence-algorithms-are-used-in-a-game- like-Fifa-Football-or-PES-Pro-Evolution-Soccer  https://www.quora.com/What-are-some-gaming-companies-that-use-artificial- intelligence  https://www.quora.com/Which-artificial-neural-network-learning-rule-does-Football- Manager-Game-use  http://buildnewgames.com/vector-field-collision-avoidance/  http://buildnewgames.com/astar
  • 86. Thank You  Satvik Jagannath  Twitter, Github : @bozzmob

Editor's Notes

  1. ranges between -1 and +1 and quantifies the direction and strength of the linear association between the two variables