|
Game artificial intelligence refers to techniques used in computer and video games to produce the illusion of intelligence in the behavior of non-player characters (NPCs). The techniques used typically draw upon existing methods from the academic field of artificial intelligence (AI). However, the term game AI is often used to refer to a broad set of algorithms that also include techniques from control theory, robotics, computer graphics and computer science in general. Since game AI is centered on appearance of intelligence and good gameplay, it is very different in approach to traditional AI; hacks and cheats are acceptable and, in many cases, the computer abilities must be toned down to give human players a sense of fairness, especially on FPS games, where perfect movement and aiming is beyond human skill.
History
Views Some game programmers consider any technique that is used to help create the illusion of intelligence to be part of a game's AI. This view is controversial because it includes techniques that are also widely used outside of a game's AI engine. For example, information about potential future collisions is an important input to algorithms that help create characters that are clever enough to avoid bumping into things. But the same collision detection techniques are also commonly needed to implement a game's physics. Similarly, line of sight test results are usually important inputs to AI targeting decisions, but are also widely used inside the rendering engine. A final example is scripting, which can be a convenient tool for all aspects of game development, but is often closely associated with controlling NPC's behavior. Purists complain that the "AI" in the term "game AI" overstates its worth, as game AI is not about intelligence, and shares few of the objectives of the academic field of AI. Whereas "real" AI addresses fields of machine learning, decision making based on arbitrary data input, and even the ultimate goal of strong AI that can reason, "game AI" often consists of a half-dozen rules of thumb, or heuristics, that are just enough to give a good gameplay experience. Game developer's increasing awareness of academic AI and a growing interest in computer games by the academic community is causing the definition of what counts as AI in a game to become less idiosyncratic. Nevertheless, significant differences between different application domains of AI mean that game AI can still be viewed as a distinct subfield of AI. In particular, the ability to legitimately solve some AI problems in games by cheating creates an important distinction. For example, inferring the position of an unseen object from past observations can be a difficult problem when AI is applied to robotics, but in a computer game an NPC can simply look up the position in the game's scene graph. Such cheating can lead to unrealistic behavior and so is not always desirable. But its possibility serves to distinguish game AI and leads to new problems to solve, such as when and how to use cheating. Usage The uses of game AI are varied depending on the need. In most cases, the AI is used strictly for controlling enemy actors or sprites to provide a challenge for the player, and in this respect, by tweaking the AI alone, changes in difficulty levels can be obtained. Likewise, AI can be used to control friendly characters, and by tweaking the AI of these, the difficulty can be changed in an opposite manner to how the same change would affect difficulty with enemy characters. In some cases, however, actual AI techniques have been used in video games, such as for the game Black & White, in which part of the game involves teaching and training a creature "avatar" to act within the game. Cheating AI Cheating AI is a term used to describe the situation where the AI has bonuses over the players, e.g. giving more damage, having more hit-points, driving faster etc. It is usually used in games to artificially increase the difficulty of the game, because humans generally use more intelligent strategies than the AI, and could defeat it much more easily if it were not for the bonuses. Critics claim that using this technique draws away the focus from developers to program more human-like bots. Instead they use the easy approach by letting the AI 'cheat'. See also | ||||||||||
|
| |||||||||||
![]() |
|
| |