The document discusses how AI is shaping games. It begins by introducing the speaker, Dr. Johanna Pirker, and their background in computer science, virtual realities, and games education research. It then discusses different definitions and understandings of artificial intelligence. The rest of the document focuses on four ways AI is impacting games: (1) AI playing games to train agents, (2) AI generating game content procedurally, (3) AI modeling player behavior, and (4) AI incorporated into game design patterns and mechanics.
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2Johanna Pirker
Presentation at IFIP ILRN 2016 in Vienna
Authors of the Paper: Johanna Pirker, Simone Griesmayr, Anders Drachen , Rafet Sifa
Link to paper: http://link.springer.com/chapter/10.1007%2F978-3-319-46100-7_8
How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2Johanna Pirker
Presentation at IFIP ILRN 2016 in Vienna
Authors of the Paper: Johanna Pirker, Simone Griesmayr, Anders Drachen , Rafet Sifa
Link to paper: http://link.springer.com/chapter/10.1007%2F978-3-319-46100-7_8
We need to start being an user before testing a Webpage and always we need to have some essential questions in our mind, because the experience that users will receive from the Website will be "a judge" for his/her future navigation.
* This presentation was made for a TechTalk.
In this workshop you will discover:
• What is usability and why is necessary for a software project;
• How an usability audit will be influenced by cultural background?
• Which are the basic questions to put when you start an usability audit?
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
A lecture in HEVGA research summer school at the University of Skövde, Sweden (Aug 21-23 2019) on Game Analysis. The focus of the lecture is in the formal analysis and some applications of it.
Four ways game research field approach narrativeMirjam Eladhari
Slides for presentation at NECS Conference Gdansk, 14.6.2019
"Four ways game research field approach narrative"
by Mirjam P Eladhari and Hartmut Koenitz
We were very excited to be presenting FigureRunning at the Eighth Annual Games for Health Conference in Boston. This was our presentation. Enjoy!
What conference?
On June 12-14 the Games for Health conference brought hundreds of researchers, health professionals, and game developers together to discuss a wide range of topics involving health and videogames.
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
Slides presenting the paper
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
by Mirjam P Eladhari
at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
How to ditch meetings and play games insteadNeil Turner
Games? Aren’t games strictly for outside office hours? Not when it comes to user-centred design. Games are not only great fun, they’re also a fantastic way to approach a problem from a different angle and to get important requirements and information from users, stakeholders and team members, without it even seeming like hard work.
In this presentation I cover some simple design games that you’ll be able to apply straight away to your user-centred design projects. You’ll learn games for generating potential design ideas, for exploring ideas and for refining and evaluating designs with users.
AI is used to create parts of our games. It provides intelligent enemy behavior, techniques such as pathfinding or can be used to generate in-game content procedurally. AI can also play our games. The idea to train computers to beat humans in game-like environments such as Jeopardy!, Chess, or soccer is not a new one. But can AI also design our games? The role of Artificial Intelligence in the game development process is constantly expanding. In this talk, Dr. Pirker will talk about the importance of AI in the past, the present, and especially the future of game development.
We need to start being an user before testing a Webpage and always we need to have some essential questions in our mind, because the experience that users will receive from the Website will be "a judge" for his/her future navigation.
* This presentation was made for a TechTalk.
In this workshop you will discover:
• What is usability and why is necessary for a software project;
• How an usability audit will be influenced by cultural background?
• Which are the basic questions to put when you start an usability audit?
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
A lecture in HEVGA research summer school at the University of Skövde, Sweden (Aug 21-23 2019) on Game Analysis. The focus of the lecture is in the formal analysis and some applications of it.
Four ways game research field approach narrativeMirjam Eladhari
Slides for presentation at NECS Conference Gdansk, 14.6.2019
"Four ways game research field approach narrative"
by Mirjam P Eladhari and Hartmut Koenitz
We were very excited to be presenting FigureRunning at the Eighth Annual Games for Health Conference in Boston. This was our presentation. Enjoy!
What conference?
On June 12-14 the Games for Health conference brought hundreds of researchers, health professionals, and game developers together to discuss a wide range of topics involving health and videogames.
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
Slides presenting the paper
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
by Mirjam P Eladhari
at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
How to ditch meetings and play games insteadNeil Turner
Games? Aren’t games strictly for outside office hours? Not when it comes to user-centred design. Games are not only great fun, they’re also a fantastic way to approach a problem from a different angle and to get important requirements and information from users, stakeholders and team members, without it even seeming like hard work.
In this presentation I cover some simple design games that you’ll be able to apply straight away to your user-centred design projects. You’ll learn games for generating potential design ideas, for exploring ideas and for refining and evaluating designs with users.
AI is used to create parts of our games. It provides intelligent enemy behavior, techniques such as pathfinding or can be used to generate in-game content procedurally. AI can also play our games. The idea to train computers to beat humans in game-like environments such as Jeopardy!, Chess, or soccer is not a new one. But can AI also design our games? The role of Artificial Intelligence in the game development process is constantly expanding. In this talk, Dr. Pirker will talk about the importance of AI in the past, the present, and especially the future of game development.
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
AI in gaming refers to excellent game experiences which is more-
Responsive
Adaptive
Challenging
Artificial Intelligence brings a revolution in player experience, cost reduction, and better performance in the gaming sector.
Authors:
Md. Rakib Trofder
SHAFIQ-US SALEHEEN
HASNAIN IQBAL SHIRSHO
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
understanding our past to improve our futureGillian Smith
This talk was given at the symposium on procedural content generation at ITU Copenhagen, November 2014. It outlines the major motivations for doing research in PCG, identifies historical trends, and asks questions about where we are going next.
This presentation covers ideas and issues related to the use of games and videogame technologies in crowdsourcing projects for productivity, education, citizen science, human computation, and more.
The past few years, some incredible breakthrough was made through games like Alpha Go, to master the games of go; or OpenAI Five to beat the Dota 2 champions. This talk aims to present the machine learning aspects of the AI and games research, which methods are used to create reliable interacting agent and the next frontier of this domain.
Talk given at Interactive Narrative Design Think Tank, Nederlands Film Festival September 29, 2019.
Overview:
1. AI for Games/Interactive Narrative
2. Developments, past decade
3. Tech at our finger tips:
Procedural Content Generation
Machine learning
4. Opportunities, Challenges and wish lists
Design and Evaluation of a Learner-Centric Immersive Learning Environment for...Johanna Pirker
Presentation of the paper "Design and Evaluation of a Learner-Centric Immersive Learning Environment for Physics Education" at the SouthCHI Conference
Date: 02/07/2013
Student information management system project report ii.pdfKamal Acharya
Our project explains about the student management. This project mainly explains the various actions related to student details. This project shows some ease in adding, editing and deleting the student details. It also provides a less time consuming process for viewing, adding, editing and deleting the marks of the students.
An Approach to Detecting Writing Styles Based on Clustering Techniquesambekarshweta25
An Approach to Detecting Writing Styles Based on Clustering Techniques
Authors:
-Devkinandan Jagtap
-Shweta Ambekar
-Harshit Singh
-Nakul Sharma (Assistant Professor)
Institution:
VIIT Pune, India
Abstract:
This paper proposes a system to differentiate between human-generated and AI-generated texts using stylometric analysis. The system analyzes text files and classifies writing styles by employing various clustering algorithms, such as k-means, k-means++, hierarchical, and DBSCAN. The effectiveness of these algorithms is measured using silhouette scores. The system successfully identifies distinct writing styles within documents, demonstrating its potential for plagiarism detection.
Introduction:
Stylometry, the study of linguistic and structural features in texts, is used for tasks like plagiarism detection, genre separation, and author verification. This paper leverages stylometric analysis to identify different writing styles and improve plagiarism detection methods.
Methodology:
The system includes data collection, preprocessing, feature extraction, dimensional reduction, machine learning models for clustering, and performance comparison using silhouette scores. Feature extraction focuses on lexical features, vocabulary richness, and readability scores. The study uses a small dataset of texts from various authors and employs algorithms like k-means, k-means++, hierarchical clustering, and DBSCAN for clustering.
Results:
Experiments show that the system effectively identifies writing styles, with silhouette scores indicating reasonable to strong clustering when k=2. As the number of clusters increases, the silhouette scores decrease, indicating a drop in accuracy. K-means and k-means++ perform similarly, while hierarchical clustering is less optimized.
Conclusion and Future Work:
The system works well for distinguishing writing styles with two clusters but becomes less accurate as the number of clusters increases. Future research could focus on adding more parameters and optimizing the methodology to improve accuracy with higher cluster values. This system can enhance existing plagiarism detection tools, especially in academic settings.
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Hybrid optimization of pumped hydro system and solar- Engr. Abdul-Azeez.pdffxintegritypublishin
Advancements in technology unveil a myriad of electrical and electronic breakthroughs geared towards efficiently harnessing limited resources to meet human energy demands. The optimization of hybrid solar PV panels and pumped hydro energy supply systems plays a pivotal role in utilizing natural resources effectively. This initiative not only benefits humanity but also fosters environmental sustainability. The study investigated the design optimization of these hybrid systems, focusing on understanding solar radiation patterns, identifying geographical influences on solar radiation, formulating a mathematical model for system optimization, and determining the optimal configuration of PV panels and pumped hydro storage. Through a comparative analysis approach and eight weeks of data collection, the study addressed key research questions related to solar radiation patterns and optimal system design. The findings highlighted regions with heightened solar radiation levels, showcasing substantial potential for power generation and emphasizing the system's efficiency. Optimizing system design significantly boosted power generation, promoted renewable energy utilization, and enhanced energy storage capacity. The study underscored the benefits of optimizing hybrid solar PV panels and pumped hydro energy supply systems for sustainable energy usage. Optimizing the design of solar PV panels and pumped hydro energy supply systems as examined across diverse climatic conditions in a developing country, not only enhances power generation but also improves the integration of renewable energy sources and boosts energy storage capacities, particularly beneficial for less economically prosperous regions. Additionally, the study provides valuable insights for advancing energy research in economically viable areas. Recommendations included conducting site-specific assessments, utilizing advanced modeling tools, implementing regular maintenance protocols, and enhancing communication among system components.
Saudi Arabia stands as a titan in the global energy landscape, renowned for its abundant oil and gas resources. It's the largest exporter of petroleum and holds some of the world's most significant reserves. Let's delve into the top 10 oil and gas projects shaping Saudi Arabia's energy future in 2024.
Literature Review Basics and Understanding Reference Management.pptxDr Ramhari Poudyal
Three-day training on academic research focuses on analytical tools at United Technical College, supported by the University Grant Commission, Nepal. 24-26 May 2024
We have compiled the most important slides from each speaker's presentation. This year’s compilation, available for free, captures the key insights and contributions shared during the DfMAy 2024 conference.
Water billing management system project report.pdfKamal Acharya
Our project entitled “Water Billing Management System” aims is to generate Water bill with all the charges and penalty. Manual system that is employed is extremely laborious and quite inadequate. It only makes the process more difficult and hard.
The aim of our project is to develop a system that is meant to partially computerize the work performed in the Water Board like generating monthly Water bill, record of consuming unit of water, store record of the customer and previous unpaid record.
We used HTML/PHP as front end and MYSQL as back end for developing our project. HTML is primarily a visual design environment. We can create a android application by designing the form and that make up the user interface. Adding android application code to the form and the objects such as buttons and text boxes on them and adding any required support code in additional modular.
MySQL is free open source database that facilitates the effective management of the databases by connecting them to the software. It is a stable ,reliable and the powerful solution with the advanced features and advantages which are as follows: Data Security.MySQL is free open source database that facilitates the effective management of the databases by connecting them to the software.
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Discover the different forklift classes and their specific applications. Learn how to choose the right forklift for your needs to ensure safety, efficiency, and compliance in your operations.
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HEAP SORT ILLUSTRATED WITH HEAPIFY, BUILD HEAP FOR DYNAMIC ARRAYS.
Heap sort is a comparison-based sorting technique based on Binary Heap data structure. It is similar to the selection sort where we first find the minimum element and place the minimum element at the beginning. Repeat the same process for the remaining elements.
Why AI Is Shaping our games - Johanna Pirker, 2019
1. S C I E N C E * PA S S I O N * T E C H N O L O G Y
WHY AI IS SHAPING OUR GAMES
D R . J O H A N N A P I R K E R , T U G R A Z , A U S T R I A
L U D I C I O U S 2 0 1 9
2. JOHANNA PIRKER
▸ Computer Scientist & Software Engineering @Graz University of Technology
▸ Virtual Realities (Maroon) @Massachusetts Institute of Technology
▸ Research & Edu at Institute for Interactive Systems & Data Science, @TUGraz
▸ Virtual Realities & Worlds
▸ HCI, E-Learning, UX, Data Analysis (SNA)
▸ Games Education (for CS) &
Research, Design, Development & Analysis
▸ GUR Consulting @BetterChaos
▸ Website: www.jpirker.com
@JOEYPRINK
6. 1. THE CAPABILITY OF A MACHINE TO IMITATE
INTELLIGENT HUMAN BEHAVIOR.
2. A BRANCH OF COMPUTER SCIENCE DEALING WITH THE
SIMULATION OF INTELLIGENT BEHAVIOR IN COMPUTERS.
Merriam-Webster defines artificial intelligence this way.
7. “REAL” AI
▸ 1. learn over time in response to changes in its
environments
▸ (e.g. Netflix recommendations but not Twitter
black lists)
▸ 2. what it learns should be interesting enough that it
would take humans some effort to learn
▸ (Turing test)
8.
9. AI IN GAMES
▸ … generate responsive, adaptive, & intelligent behaviour
▸ uses path finding, decision trees, data mining, PCG, …
▸ usually do not facilitate computer learning
▸ -> predetermined & limited set of responses to a limited set of inputs
▸ ILLUSION OF INTELLIGENCE
▸ good gameplay without environment restrictions
▸ learn & use from “real AI” strategies
▸ Learning Tamagotchi
10. ▸ decision trees (scripting)
▸ -> AI stupidity, predictive behaviour, loss of immersion
▸ pathfinding
▸ (Half Life, “Crouch Cover”)
▸ NPC behaviour in Doom
▸ NPCs fighting NPCs
AI IN GAMES - ISSUES
14. AI TO PLAY GAMES
CHESS - IBM DEEP BLUE VS. GARRY KASPAROV (1997)
"I could feel — I could smell — a new kind of intelligence across the table,"
15. AI TO PLAY GAMES
JEOPARDY! - IBM WATSON VS. KEN JENNINGS (2011)
"I could feel — I could smell — a new kind of intelligence across the table,"
16. AI TO PLAY GAMES
GO - GOOGLE ALPHAGO (DEEPMIND) VS. LEE SEDOL (2016)
17. AI TO PLAY GAMES
DEEPMIND VS. STARCRAFT II (2019)
18. AI TO PLAY GAMES
http://gameaibook.org/book.pdf
19. ▸ Chess Two-player adversarial, deterministic, fully observable,
branching factor ~35, ~70 turns
▸ Go Two-player adversarial, deterministic, fully observable, branching
factor ~350, ~150 turns
▸ Frogger (Atari 2600) 1 player, deterministic, fully observable, bf 6,
hundreds of ticks
▸ Halo 1.5 player, deterministic, partially observable, bf ???, tens of
thousands of ticks
▸ Starcraft 2-4 players, stochastic, partially observable, bf > a million,
tens of thousands of ticks
▸ Togelius
AI TO PLAY GAMES
20. AI TO PLAY GAMES
TRAIN AI HOW TO PLAY SNAKE (DEEP REINFORCEMENT LEARNING)
On the left, the agent was not trained and had no clues on what to do whatsoever. The game on the right
refers to the game after 100 iterations (about 5 minutes). The highest score was 83 points, after 200
iterations.
https://github.com/maurock/snake-ga
21. AI TO PLAY GAMES
TRAIN AI HOW TO PLAY STARCRAFT
‣ A Machine Learning API developed by Blizzard that gives researchers and developers hooks into the game.
‣ A dataset of half a million anonymised game replays,.
‣ An open source version of DeepMind’s toolset, PySC2
‣ A series of simple RL mini-games to test the performance of agents on specific tasks.
https://deepmind.com/blog/deepmind-and-blizzard-open-starcraft-ii-ai-research-environment/
22. AI TO PLAY GAMES
WHY USE AI TO PLAY GAMES?
▸ Playing to win vs playing for experience
▸ For experience: human-like, fun, predictable…?
▸ Playing in the player role vs playing in a non-player role
http://gameaibook.org/book.pdf
23. METHODS
▸ Planning-Based
▸ Uninformed search (e.g. BFS),Informed search (e.g. A*),
Evolutionary algorithms
▸ Reinforcement learning (training time)
▸ TD-learning / approximate dynamic programming,
Evolutionary algorithms
▸ Supervised learning (requires play traces to learn from)
▸ Neural nets, k-nearest neighbors etc
▸ Random (requires nothing)
AI TO PLAY GAMES
▸ Togelius
28. CONTRIBUTE CONTENT
PROCEDURAL CONTENT GENERATION
• Artistic aspects
• Corner-cases
• Lack of complete control
• Depends on the content
• Client-side calculations?
• Replayable content?
• Cheap
• Lots of content
• Dynamic Reaction on player
• Reduce burden of artist
• Save memory
• Large worlds
• Replayable content
• http://pcg.wikidot.com/category-pcg-algorithms
30. GENERATE CONTENT FOR…
▸ Environments (Random Maps, Random Dungeons)
▸ Generative Art and models
▸ Textures
▸ Music
▸ Story
▸ Gameplay
CONTRIBUTE CONTENT
32. PLAYER MODELING
PLAYER MODELING
▸ … detection, prediction and expression of human player
characteristics that are manifested through cognitive,
affective and behavioral patterns while playing games
▸ can be used to dynamically adjust the gameplay (dynamic
difficult adjustment)
36. P L AY E R P R O F I L E S I N F O R Z A
• What Drives People: Creating Engagement Profiles of
Players from Game Log Data
• 120 mio race entries from 1.2 mil players
•
Harpstead, E., Zimmermann, T., Nagapan, N., Guajardo, J. J., Cooper, R., Solberg, T., & Greenawalt, D. (2015, October). What Drives People: Creating Engagement Profiles of Players from Game Log Data. In Proceedings of the
2015 Annual Symposium on Computer-Human Interaction in Play (pp. 369-379). ACM.
37. F L O W ( M I H A LY C S I K S Z E N T M I H A LY I )
39. F E AT U R E S
• Spatio-temporal navigation
• combat performance
• progression through the main storyline
• side quests..
• Agency missions (+ reach specific level of Chaos)
• subset of features based on the core mechanics
• -> does not impact the analytical framework
• -> impacts the kinds of conclusions that can be derived
40. P L AY E R P R O G R E S S I O N A L O N G T H E
M I S S I O N S
41. R E S U LT S
• How can we describe player behaviour of the
different player profiles?
42. P L AY E R B E H AV I O U R A L O N G T H E
S T O RY L I N E
jpirker.com/jc2/aaSankey.html
43. G O A L S
• Improve our understanding of the different player
behaviours and factors to improve engagement
• Find issues to avoid drop-outs
• Provide tools for game designers to (visually)
analyse the game and improve the understanding
of players
• Find game design flaws early and automatically
46. AI TO DESIGN GAMES
ROLES OF AI IN GAMES
▸ AI in the foreground of games - Foregrounding AI
▸ create gameplay based around thinking about how agents
work
▸ Designing games that use AI techniques in a new way as a
core of their gameplay
https://medium.com/@mtrc/tombs-of-tomeria-7c2e800a6511
Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian
Magerko, John Levine and Adam Smith: AI-Based Game Design Patterns. Computational Creativity and Games Workshop,
2015.
47. AI-BASED GAME DESIGN
▸ Game design strategies/rules described when AI still
“young” and most games are designed to not need AI
▸ Game designers often claim that AI won’t make games
better
▸ Our goal: show where AI can be used, show alternative
routes
▸ we need to design new games from scratch based on
new design principles
Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian
Magerko, John Levine and Adam Smith: AI-Based Game Design Patterns. Computational Creativity and Games Workshop,
2015.
AI TO DESIGN GAMES
48. AI GAME DESIGN PATTERNS
Mike Treanor, Alexander Zook, Mirjam P Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian
Magerko, John Levine and Adam Smith: AI-Based Game Design Patterns. Computational Creativity and Games Workshop,
2015.
AI TO DESIGN GAMES
49. AI DESIGN PATTERNS
1 AI IS VISUALIZED
▸ Pattern: Provide a visual representation of the underlying AI state, making gameplay revolve around
explicit manipulation of the AI state.
▸ Example: Third Eye Crime is a stealth game that illustrates this pattern by visualizing the guard AI position
tracking and estimation system. Gameplay involves avoiding guards or throwing distractions to manipulate
the guards’ predictions of player location. The direct visualization of AI state allows a designer to build a
game around manipulating, understanding, and mentally modeling how the AI state changes.
50. 2 AI AS ROLE-MODEL
▸ Pattern: Provide one or more AI agents for the player to behave similarly to.
▸ Example: Spy Party is a game where one player is a spy at a party populated by FSM agents and the
opposing player is a sniper watching the party with a single shot to kill the spy. Gameplay for the
spy centers on the player attempting to act similarly to the party agents while discreetly performing
tasks in the environment like planting a bug or reading a code from a book.
AI DESIGN PATTERNS
51. 3 AI AS TRAINEE
▸ Pattern: Have player actions train an AI agent to perform tasks central to gameplay.
▸ Example: Black & White is a god game where the player trains a creature to act as
an autonomous assistant in spatial regions where the player cannot take direct
action. The creature learns sets of behaviors through a reward signal based on a
needs model; the creature also takes direct feedback through player action (e.g.,
slapping or petting the creature after it takes actions).
AI DESIGN PATTERNS
52. 4 AI IS EDITABLE
▸ Pattern: Have the player directly change elements of an AI agent that is central to gameplay.
▸ Example: Galactic Arms Race is a space shooter where how the player uses different weapons evolves an underlying neural
network representation to change weapon firing behavior. Base gameplay revolves around finding a set of firing behaviors that
together enable a player to succeed at destroying opposition (another example of the AI as Trainee pattern). One gameplay mode
allows the player to explicitly manipulate the network weights on weapons, allowing more precise control over the firing patterns
of the evolved weapons. This control enables players to more finely explore the space of parameterizations, leading to an indirect
way to understand the processes of the AI system.
Erin J. Hastings, Ratan K. Guha, and Kenneth O. Stanley (2009)
Automatic Content Generation in the Galactic Arms Race Video Game
In: IEEE Transactions on Computational Intelligence and AI in Games, volume 1, number 4, pages 245-263, New York: IEEE Press, 2009. (Manuscript 19 pages)
AI DESIGN PATTERNS
53. 5 AI IS GUIDED
▸ Pattern: The player assists a simple or brittle AI agent that is threatened with self-destruction.
▸ Example: The Sims addressed the problem of “human-like” agents in a social world by making
gameplay revolve around the player addressing the needs of simple agents. AI agents have a set of
needs and desires they attempt to pursue while players intervene to provide for the needs of the
agents through food, shelter, work, socialization, and eventually more grand life aspirations. By having
players care for the AI, players come to (at least indirectly) model some of the processes used by the AI.
AI DESIGN PATTERNS
54. 8 AI AS VILLAIN
▸ Pattern: Require players to complete a task or overcome an AI opponent where the AI is aiming to create an
experience (e.g., tension or excitement) rather than defeat the player.
▸ Example: Alien: Isolation is a first-person survival horror game where the opposing alien was designed to harass
the player without using an optimal strategy that would always kill the player directly. The enemy alien spends
the game hunting the player, displaying behaviors of seeking the player’s location (a weak version of AI is
Visualized), and gradually learning from tactics the player uses repeatedly (an oppositional application of AI as
Trainee). By having players continually reason on what the alien has learned and where it will go the player is
forced to consider the state of the AI and (after repeated play) the processes involved in the AI learning.
AI DESIGN PATTERNS
59. RESOURCES
▸ IEEE Computational Intelligence and Games (CIG)
▸ AAAI Artificial Intelligence in Interactive Digital
Entertainment (AIIDE)
▸ Foundations of Digital Games (FDG)
▸ IEEE Transactions on Games (ToG)
▸ Yannakakis and Togelius: Artificial Intelligence and Games
www.gameaibook.org
60. THANK YOU FOR YOUR
ATTENTION.
JOHANNA PIRKER, JPIRKER@MIT.EDU, @JOEYPRINK
Further information:
jpirker.com
This is how others play your game!