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EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS                                                                            Gaming

      Excessive game AI - A disappointment to gamers
      Recent video games, irrespective of their platform, are becoming increasingly challenging for players.
      Veteran gamers may cope with such challenges; however the ‘unpredictability’ factor in games is still a
      conundrum. It is to be admitted that despite the game design and other related aspects of game
      development, Artificial Intelligence is crucial in engaging players for long hours of gameplay. In the
      complex game worlds which include high-textured game environments, intriguing storyline, and lucid
      interface, it is equally important to have requisite amount of AI in varying difficulty levels in order to
      ensure that player feels a balance in gameplay throughout the game. Though static game behavior in
      some game missions do succeed in engaging the player due to their innovative gameplay or creative
      game responses, sometimes the game fails if such aspects dominate the AI.




      Tactical AI is important to challenge a hardcore gamer. At the same time, with the increase in complexity
      of games, AI shouldn’t cease the sense of achievement from the player. It must take out the best of the
      gamers’ ability to confront a game in highest difficulty level.

      AI in early games

      Early games had predefined logic which is scripted by the developers and hence the game behavior is
      acutely predictable. However, such games still succeeded because of the ‘unpredictability’ factor in

      Company Confidential

      Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally.

                                              USA :      10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599

                               India :     cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com
EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS                                                                            Gaming

      gameplay rather than game behavior. In games like Mario, the player character needs to do a lot of
      adventures to complete a level. There are many levels in the game and each level has innovative
      gameplay and challenging villains. Other factors like collecting gold coins, time bonus, bonus levels, etc.
      contribute to long hours of game play. Games such as Minesweeper, DX-ball, etc, that had limited art
      work but promising game play, were hugely successful.




      Predictable AI in mario




      AI in Pacman

      The NPCs in early FPS games had scripted behavior. For instance, AI in a typical war game would be any
      of these possibilities:

          •    If the player shoots, hide for 5 seconds and then shoot back
          •    If the player shoots, hide for 5 seconds and then shoot back or shoot from a different position.
          •    If the player shoots, escape the fire and shoot back.

      And so on! However, if NPCs are scripted differently and each NPC has a unique behavior, it constitutes
      to a challenging gameplay. But that is practically impossible.



      Company Confidential

      Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally.

                                              USA :      10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599

                               India :     cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com
EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS                                                                            Gaming

      The seeds of game AI were sown when Chess was developed on computer. Though the rules of the
      game were limited, computer made innumerably accurate and clever decisions to counter a player’s
      move. Other games which also had good AI are Pacman, Tetris, etc.

      The ‘unpredictability’ factor

      Now, let’s look at what factors constitute for an ‘unpredictable’ AI behavior. Recent console and PC
      games have high AI. AI is vital in many action-adventure games especially when it comes to boss battles.
      When player character encounters a boss after killing a hundred minions, it is obvious that a whole new
      strategy must be adapted to kill the boss. However, as the player loses the boss battle for 2-3 times, the
      player understands the limitations or rather ‘weaknesses’ of the boss and hence fights the boss afresh.
      Here, the learning curve depends on the player’s exposure to wide-range of games. A hardcore gamer
      may need to lose just once to beat the boss.

      Let us consider the case where the NPC learns from player’s pattern of attack and plans its counter
      accordingly. The game behavior then becomes increasingly unpredictable.

      Let us take an example of AI in Tekken: Dark Resurrection and analyze the NPC behavior.




      Easy:

          •    NPC allows the player to hit first
          •    Its hit to block ratio is approximately 5:1
          •    Crawling attacks are minimal
          •    Normal to combo attack ratio is 7:1




      Company Confidential

      Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally.

                                              USA :      10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599

                               India :     cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com
EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS                                                                            Gaming




      Medium:

          •    NPC does more attack combos
          •    Hit to block ratio is 5:3
          •    Grappling attacks are often used
          •    High kicks and triple punches are dominant




      Hard:

          •    NPC detects players patterns and plans its combos
          •    Perfect timing is maintained for a knockout
          •    Enables defense mechanism if NPC’s health is low
          •    Special moves and combo attacks are dominant

      Note: If the difficulty is set to the highest, the NPC has the ability to tactfully plan the attacks; if the
      player uses a flying kick that deflects NPC’s stance, it defends its position by a grappling attack. This is a
      classic example of excellent implementation of AI.

      Which technique is used?

      The unpredictability factor can be achieved through Fuzzy logic where the range of values programmed
      for NPC behavior is more. Fuzzy logic is an intelligent technique that could be used to boost the
      performance of games. It handles complex control problems at low computational costs, without
      sacrificing the subtle details. This causes uncertainty in NPC behavior as the possibilities of responding

      Company Confidential

      Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally.

                                              USA :      10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599

                               India :     cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com
EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS                                                                            Gaming

      differently to a predictable situation in a game environment are abundant. The applications of fuzzy
      logic in behavior game design are the key to ‘intelligent’ behavior of an NPC.




      Limitations of AI in games

      Why is it necessary to limit AI in games? What happens when AI is excess? Before considering these
      questions, it is important to understand the following factors that relate to constructive AI.

          •    Situational analysis: By making scripted actions appear more dynamic and realistic, it adds a
               dimension of believability. Examples may be subtle effects like crawling through bushes in a war
               game, or more complex problem-solving behaviors like an NPC escaping from a trap set by the
               player using objects in the game environment.

          •    Behavioral programming: This is a critical factor that determines the underlying NPC behavior in
               the game environment. Behavioral programming is the random scripting with character types. In
               an RTS, if an infantry unit adapts a defensive stance, its likelihood of doing a particular action
               could be tweaked as 25% of grenade attacks, 5% of rushing, 70% of taking cover. If the infantry
               unit is set to aggressive stance, 40 % grenade attacks, 45% of rushing, 20% of taking cover.
               Character based programming is often adjusted throughout game balancing.

          •    Pathfinding: Getting an NPC from point A to B.  3D terrain and cover in a map are huge. The
               player must keep in account where the NPC is, is he firing, should the NPC fire when he moves,
               or go as fast as possible and at the end, did that look real and so on.

      As Oliver G. Selfridge, author of ‘The Gardens of Learning’, said “If an expert system–brilliantly designed,
      engineered and implemented–cannot learn not to repeat its mistakes, it is not as intelligent as a worm
      or a sea anemone or a kitten”. If a learning system (expert system), designed through algorithms, can
      learn to make effective decisions by learning from each play, the system maintains a database of values
      and it juggles these results to come up with a clever counter attack. Hence AI becomes stronger and
      Company Confidential

      Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally.

                                              USA :      10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599

                               India :     cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com
EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS                                                                            Gaming

      even the best gamer in the world can’t beat the game. But this is not the intention of any good game
      design. Excessive game AI often confuses the player and leads to boredom as the player keeps losing the
      game. An optimum use of AI in a game can be when the player feels as if he/she is playing with another
      human rather than a dumb computer program.




      Company Confidential

      Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally.

                                              USA :      10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599

                               India :     cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com

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Excessive Game AI

  • 1. EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS Gaming Excessive game AI - A disappointment to gamers Recent video games, irrespective of their platform, are becoming increasingly challenging for players. Veteran gamers may cope with such challenges; however the ‘unpredictability’ factor in games is still a conundrum. It is to be admitted that despite the game design and other related aspects of game development, Artificial Intelligence is crucial in engaging players for long hours of gameplay. In the complex game worlds which include high-textured game environments, intriguing storyline, and lucid interface, it is equally important to have requisite amount of AI in varying difficulty levels in order to ensure that player feels a balance in gameplay throughout the game. Though static game behavior in some game missions do succeed in engaging the player due to their innovative gameplay or creative game responses, sometimes the game fails if such aspects dominate the AI. Tactical AI is important to challenge a hardcore gamer. At the same time, with the increase in complexity of games, AI shouldn’t cease the sense of achievement from the player. It must take out the best of the gamers’ ability to confront a game in highest difficulty level. AI in early games Early games had predefined logic which is scripted by the developers and hence the game behavior is acutely predictable. However, such games still succeeded because of the ‘unpredictability’ factor in Company Confidential Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally. USA : 10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599 India : cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com
  • 2. EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS Gaming gameplay rather than game behavior. In games like Mario, the player character needs to do a lot of adventures to complete a level. There are many levels in the game and each level has innovative gameplay and challenging villains. Other factors like collecting gold coins, time bonus, bonus levels, etc. contribute to long hours of game play. Games such as Minesweeper, DX-ball, etc, that had limited art work but promising game play, were hugely successful. Predictable AI in mario AI in Pacman The NPCs in early FPS games had scripted behavior. For instance, AI in a typical war game would be any of these possibilities: • If the player shoots, hide for 5 seconds and then shoot back • If the player shoots, hide for 5 seconds and then shoot back or shoot from a different position. • If the player shoots, escape the fire and shoot back. And so on! However, if NPCs are scripted differently and each NPC has a unique behavior, it constitutes to a challenging gameplay. But that is practically impossible. Company Confidential Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally. USA : 10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599 India : cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com
  • 3. EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS Gaming The seeds of game AI were sown when Chess was developed on computer. Though the rules of the game were limited, computer made innumerably accurate and clever decisions to counter a player’s move. Other games which also had good AI are Pacman, Tetris, etc. The ‘unpredictability’ factor Now, let’s look at what factors constitute for an ‘unpredictable’ AI behavior. Recent console and PC games have high AI. AI is vital in many action-adventure games especially when it comes to boss battles. When player character encounters a boss after killing a hundred minions, it is obvious that a whole new strategy must be adapted to kill the boss. However, as the player loses the boss battle for 2-3 times, the player understands the limitations or rather ‘weaknesses’ of the boss and hence fights the boss afresh. Here, the learning curve depends on the player’s exposure to wide-range of games. A hardcore gamer may need to lose just once to beat the boss. Let us consider the case where the NPC learns from player’s pattern of attack and plans its counter accordingly. The game behavior then becomes increasingly unpredictable. Let us take an example of AI in Tekken: Dark Resurrection and analyze the NPC behavior. Easy: • NPC allows the player to hit first • Its hit to block ratio is approximately 5:1 • Crawling attacks are minimal • Normal to combo attack ratio is 7:1 Company Confidential Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally. USA : 10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599 India : cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com
  • 4. EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS Gaming Medium: • NPC does more attack combos • Hit to block ratio is 5:3 • Grappling attacks are often used • High kicks and triple punches are dominant Hard: • NPC detects players patterns and plans its combos • Perfect timing is maintained for a knockout • Enables defense mechanism if NPC’s health is low • Special moves and combo attacks are dominant Note: If the difficulty is set to the highest, the NPC has the ability to tactfully plan the attacks; if the player uses a flying kick that deflects NPC’s stance, it defends its position by a grappling attack. This is a classic example of excellent implementation of AI. Which technique is used? The unpredictability factor can be achieved through Fuzzy logic where the range of values programmed for NPC behavior is more. Fuzzy logic is an intelligent technique that could be used to boost the performance of games. It handles complex control problems at low computational costs, without sacrificing the subtle details. This causes uncertainty in NPC behavior as the possibilities of responding Company Confidential Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally. USA : 10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599 India : cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com
  • 5. EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS Gaming differently to a predictable situation in a game environment are abundant. The applications of fuzzy logic in behavior game design are the key to ‘intelligent’ behavior of an NPC. Limitations of AI in games Why is it necessary to limit AI in games? What happens when AI is excess? Before considering these questions, it is important to understand the following factors that relate to constructive AI. • Situational analysis: By making scripted actions appear more dynamic and realistic, it adds a dimension of believability. Examples may be subtle effects like crawling through bushes in a war game, or more complex problem-solving behaviors like an NPC escaping from a trap set by the player using objects in the game environment. • Behavioral programming: This is a critical factor that determines the underlying NPC behavior in the game environment. Behavioral programming is the random scripting with character types. In an RTS, if an infantry unit adapts a defensive stance, its likelihood of doing a particular action could be tweaked as 25% of grenade attacks, 5% of rushing, 70% of taking cover. If the infantry unit is set to aggressive stance, 40 % grenade attacks, 45% of rushing, 20% of taking cover. Character based programming is often adjusted throughout game balancing. • Pathfinding: Getting an NPC from point A to B.  3D terrain and cover in a map are huge. The player must keep in account where the NPC is, is he firing, should the NPC fire when he moves, or go as fast as possible and at the end, did that look real and so on. As Oliver G. Selfridge, author of ‘The Gardens of Learning’, said “If an expert system–brilliantly designed, engineered and implemented–cannot learn not to repeat its mistakes, it is not as intelligent as a worm or a sea anemone or a kitten”. If a learning system (expert system), designed through algorithms, can learn to make effective decisions by learning from each play, the system maintains a database of values and it juggles these results to come up with a clever counter attack. Hence AI becomes stronger and Company Confidential Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally. USA : 10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599 India : cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com
  • 6. EXTENSIVE GAME AI – A DISAPPOINTMENT TO GAMERS Gaming even the best gamer in the world can’t beat the game. But this is not the intention of any good game design. Excessive game AI often confuses the player and leads to boredom as the player keeps losing the game. An optimum use of AI in a game can be when the player feels as if he/she is playing with another human rather than a dumb computer program. Company Confidential Copyright 2011 VegaH Studios. All Rights Reserved. Company private information: not for dissemination externally. USA : 10636 Scripps Summit Ct, Suite 104, San Diego, CA, 92131, +1.858.216.4599 India : cc451, Rd No-19, Jubilee Hills, Hyderabad - 33. Ph: 040 42021819. www.vegahstudios.com