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Slide for my Lecture of Game AI held in Tamagawa University on 2014.6.26

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  • 1. http://www.facebook.com/youichiro.miyake Twitter: @miyayou twitter facebook 2014.6.26 @

2. / 3. Works (2006-2012) AI for Game Titles AI for Books 4. http://www.facebook.com/youichiro.miyake Twitter: @miyayou twitter facebook http://blogai.igda.jp/ http://blogai.igda.jp/article/92899318.html 5. Books Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake http://www.crcpress.com/product/isbn/9781466565968 Table of Contents General Wisdom Movement and Pathfinding Pathfinding Architecture Optimizations Steve Rabin and Nathan Sturtevant Choosing a Search Space Representation Nathan R. Sturtevant Creating High-Order Navigation Meshes through Iterative Wavefront Edge Expansions D. Hunter Hale and G. Michael Youngblood Precomputed Pathfinding for Large and Detailed Worlds on MMO Servers Fabien Gravot, Takanori Yokoyama, and Youichiro Miyake Techniques for Formation Movement using Steering Circles Stephen Bjore Collision Avoidance for Preplanned Locomotion Bobby Anguelov Crowd Pathfinding and Steering Using Flow Field Tiles Elijah Emerson Efficient Crowd Simulation for Mobile Games Graham Pentheny Animation-Driven Locomotion with Locomotion Planning Jarosaw Ciupiski Strategy and Tactics Tactical Position Selection: An Architecture and Query Language Matthew Jack Tactical Pathfinding on a NavMesh Daniel Brewer Beyond the Kung-Fu Circle: A Flexible System for Managing NPC Attacks Michael Dawe Hierarchical AI for Multiplayer Bots in Killzone 3 Remco Straatman, Tim Verweij, Alex Champandard, Robert Morcus, and Hylke Kleve Using Neural Networks to Control Agent Threat Response Michael Robbins 6. FFXIV A Realm Reborn SQEXOC 2012 FFXIVAI NPC http://www.4gamer.net/games/032/G003263/20121205079/ 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. AI 21. AI AI 22. AI AI 23. AI AI 24. FC SFC SS, PS PS2,GC,Xbox Xbox360, PS3, Wii DC Hardware 20051999 25. () (1978) 26. 27. Halo Halo 28. Quake (1996) State-based AI http://www.idsoftware.com/ A Practical Analysis of FSM within the domain of first-person shooter (FPS) computer game http://ai-depot.com/FiniteStateMachines/FSM-Practical.html GenreSciFi-FPS Developer id Software Publisher : GT Interactive Hardware: PC Year 1996 29. AI 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. Autonomous Agent 40. 4 AI 41. Skyrim 42. Halo series 43. 44. 45. 46. 47. Knowledge Making Decision Making Motion Making 48. Knowledge Making Decision Making Motion Making 49. Knowledge Making Decision Making Motion Making 50. 51. http://game.e-frontier.co.jp/ai/shogi16/ 52. AI AI AI AI AI AI / AI / AIAI AI UX AI AI, AI http://igda.sakura.ne.jp/sblo_files/ai-igdajp/image/YMiyake_GPW_2012_11_10.pdf 53. (Blackboard Architecture) Blackboard KS KS KS KS KS KS Arbiter Motivations Emotions Attention Etc. - - KS(=Knowledge Source) - Arbiter(=)KS Bruce Blumberg , Damian Isla, "Blackboard Architectures", AI Game Programming Wisdom (Charles River Media) , 2002 54. H. Penny Nii, "The Blackboard Model of Problem Solving and the Evolution of Blackboard Architectures" http://www.aaai.org/ojs/index.php/aimagazine/article/view/537 H. Penny Nii, "Blackboard Application Systems, Blackboard Systems and a Knowledge Engineering Perspective", http://www.aaai.org/ojs/index.php/aimagazine/article/view/550 1970 1980 1990 2000AI (MIT Media Lab. C4 AI 55. C4 (MIT Synthetic Creature Group, 2000) AI 56. C4 (MIT Synthetic Creature Group, 2000) AI - AI - - KS 57. C4 - AI - - KS 58. AI A B X() 59. AI A B X() 60. A B X () 61. A B X () 62. C4 Architecture D. Isla, R. Burke, M. Downie, B. Blumberg (2001)., A Layered Brain Architecture for Synthetic Creatures, http://characters.media.mit.edu/Papers/ijcai01.pdf http://naimadgames.com/publications.html MIT Media Lab. Synthetic Characters Group Researching Virtual Pet in Digital World. 63. References for C4 Architecture (1) MIT Media Lab Synthetic Characters Group, http://characters.media.mit.edu/ (2) R. Burke, D. Isla, M. Downie, Y. Ivanov, B. Blumberg, (GDC2001), CreatureSmarts: The Art and Architecture of a Virtual Brain,http://characters.media.mit.edu/Papers/gdc01.pdf (3) D. Isla, R. Burke, M. Downie, B. Blumberg (2001)., A Layered Brain Architecture for Synthetic Creatures, http://characters.media.mit.edu/Papers/ijcai01.pdf (4) D. Isla, B. Blumberg (2002), Object Persistence for Synthetic Characters,http://characters.media.mit.edu/Papers/objectPersistence.pdf (5) Movies of Duncan,http://web.media.mit.edu/~bruce/whatsnew.html (6) Object Persistence for Synthetic Characters. D. Isla, B. Blumberg. In the Proceedings of the First International Joint Conference on Autonomous Agents and Multiagent Systems, AAMAS2002.,http://characters.media.mit.edu/Papers/objectPersistence.pdf Figures on following pages are from these references. 64. C4 F.E.A.R. MIT Media Lab. Synthetic Characters Group D. Isla, R. Burke, M. Downie, B. Blumberg (2001)., A Layered Brain Architecture for Synthetic Creatures, http://characters.media.mit.edu/Papers/ijcai01.pdf 65. Demo Movie Trial-medium Duncan (MIT Media Lab Bruce Blumbergs Web Page) http://web.media.mit.edu/~bruce/whatsnew.html 66. C4 Duncan 67. 68. PercepMemoryObjects PerceptMemoryObject 69. 70. 71. (I) (II) 72. 73. Demo Movie Persistence Duncan (MIT Media Lab Bruce Blumbergs Web Page) http://web.media.mit.edu/~bruce/whatsnew.html 74. Halo Agent Architecture GenreSciFi-FPS Developer BUNGIE Studio Publisher : Microsoft Hardware: Xbox, Windows, Mac Year 2002 Jaime Griesemer(GDC 2002),The Illusion of Intelligence: The Integration of AI and Level Design in Halo http://halo.bungie.net/inside/publications.aspx 75. Jaime Griesemer(GDC 2002),The Illusion of Intelligence: The Integration of AI and Level Design in Halo http://halo.bungie.net/inside/publications.aspx Halo Agent Architecture 76. , , Jaime Griesemer(GDC 2002),The Illusion of Intelligence: The Integration of AI and Level Design in Halo http://halo.bungie.net/inside/publications.aspx Halo Agent Architecture 77. Halo Agent Architecture Demo Halo AI Retrospective: 8 Years of Work on 30 Seconds of Fun Author: Damian Isla (AI Engineering Lead) http://halo.bungie.net/inside/publications.aspx 78. Halo Agent Architecture GenreSciFi-FPS Developer BUNGIE Studio Publisher : Microsoft Hardware: Xbox, Windows, Mac Year 2002 Jaime Griesemer(GDC 2002),The Illusion of Intelligence: The Integration of AI and Level Design in Halo http://halo.bungie.net/inside/publications.aspx 79. F.E.A.R Agent Architecture GenreHorror FPS Developer Monolith Production Publisher : SIERRA Hardware: Windows Year 2004 Agent Architecture Considerations for Real-Time Planning in Games (AIIDE 2005) http://web.media.mit.edu/~jorkin/AIIDE05_Orkin_Planning.ppt Sensors Working Memory Planner BlackboardNavigation Animation / Movement Targeting Weapons World World 80. Killzone 2 Architecture Genre FPS Developer Guerrilla Games Publisher : SCE Hardware: PlayStation 3 Year 2009 Based on: Alex Champandard, Tim Verweij, Remco Straatman, "Killzone 2 Multiplayer Bots", http://files.aigamedev.com/coverage/GAIC09_Killzone2Bots_StraatmanChampandard.pdf 81. Killzone 2 Architecture Genre FPS Developer Guerrilla Games Publisher : SCE Hardware: PlayStation 3 Year 2009 Based on: Alex Champandard, Tim Verweij, Remco Straatman, "Killzone 2 Multiplayer Bots", http://files.aigamedev.com/coverage/GAIC09_Killzone2Bots_StraatmanChampandard.pdf 82. Killzone 2 Architecture Genre FPS Developer Guerrilla Games Publisher : SCE Hardware: PlayStation 3 Year 2009 Based on: Alex Champandard, Tim Verweij, Remco Straatman, "Killzone 2 Multiplayer Bots", http://files.aigamedev.com/coverage/GAIC09_Killzone2Bots_StraatmanChampandard.pdf 83. GenreSimulation Developer Maxis Publisher : EA Hardware: PC Year 2000 The Sims Motive Engine The Sims Architecture http://www.cs.northwestern.edu/~forbus/c95-gd/lectures/The_Sims_Under_the_Hood_files/v3_document.htm 84. 85. 86. MC = Machine Consiouness MC MC AIMC 87. P - Consciousness (Phenomenal consciousness) A - Consciousness ( Access consciousness) Ned Block, 1942 88. P - Consciousness (Phenomenal consciousness) A - Consciousness ( Access consciousness) Ned Block, 1942 89. A-Consciousness (1) = (Blackboard Architecture) (2) GWT = Global Workspace Theory (Baar, 1988) (3) MDM = Multiple Draft Model (Dennett, 1991) 90. (1) (Blackboard Architecture) Blackboard KS KS KS KS KS KS Arbiter Motivations Emotions Attention Etc. - - KS(=Knowledge Source) - Arbiter(=)KS Bruce Blumberg , Damian Isla, "Blackboard Architectures", AI Game Programming Wisdom (Charles River Media) , 2002 91. (2) Baars Global Workspace Theory (GWT) Working Space Processor 92. GWT (Global Workspace Theory) Working Space Processor 93. (3) Dennetts Multiple Draft Model http://www.conscious-robots.com/en/conscious-machines/theories-of-consciousness/multiple-draft.html 94. Dennetts Multiple Draft Model http://www.conscious-robots.com/en/conscious-machines/theories-of-consciousness/multiple-draft.html 95. A-Consciousness (1) = (Blackboard Architecture) (2) GWT = Global Workspace Theory (Baar, 1988) (3) MDM = Multiple Draft Model (Dennett, 1991) Arrabales, R. Ledezma, A. and Sanchis, A. "Towards the Generation of Visual Qualia in Artificial Cognitive Architectures". (2010) http://www.conscious-robots.com/raul/papers/Arrabales_BICS2010.pdf 96. Global Workspace Theory (GWT) Focus of Attention () Scene,Stage () Arrabales, R. Ledezma, A. and Sanchis, A. Towards the Generation of Visual Qualia in Artificial Cognitive Architectures. (2010) http://www.conscious-robots.com/raul/papers/Arrabales_BICS2010.pdf 97. Baars Global Workspace Theory (GWT) Focus of Attention () Scene,Stage () Arrabales, R. Ledezma, A. and Sanchis, A. Towards the Generation of Visual Qualia in Artificial Cognitive Architectures. (2010) http://www.conscious-robots.com/raul/papers/Arrabales_BICS2010.pdf 98. Arrabales, R. Ledezma, A. and Sanchis, A. Towards the Generation of Visual Qualia in Artificial Cognitive Architectures. (2010) http://www.conscious-robots.com/raul/papers/Arrabales_BICS2010.pdf Baars Global Workspace Theory (GWT) Focus of Attention () Scene,Stage () 99. Arrabales, R. Ledezma, A. and Sanchis, A. Towards the Generation of Visual Qualia in Artificial Cognitive Architectures. (2010) http://www.conscious-robots.com/raul/papers/Arrabales_BICS2010.pdf Baars Global Workspace Theory (GWT) Focus of Attention () Scene,Stage () (Interim Coalition) 100. Global Workspace Theory (GWT) Focus of Attention () Scene,Stage () Arrabales, R. Ledezma, A. and Sanchis, A. Towards the Generation of Visual Qualia in Artificial Cognitive Architectures. (2010) http://www.conscious-robots.com/raul/papers/Arrabales_BICS2010.pdf 101. CERA-CRANIUM Arrabales, R. Ledezma, A. and Sanchis, A. "Towards the Generation of Visual Qualia in Artificial Cognitive Architectures". (2010) http://www.conscious-robots.com/raul/papers/Arrabales_BICS2010.pdf 102. Single Percept Processor Workspace CERA-CRANIUM Arrabales, R. Ledezma, A. and Sanchis, A. "Towards the Generation of Visual Qualia in Artificial Cognitive Architectures". (2010) http://www.conscious-robots.com/raul/papers/Arrabales_BICS2010.pdf 103. CORE Layer Physical Laryer Mission Layer CERA-CRANIUM Arrabales, R. Ledezma, A. and Sanchis, A. "Towards the Generation of Visual Qualia in Artificial Cognitive Architectures". (2010) http://www.conscious-robots.com/raul/papers/Arrabales_BICS2010.pdf 104. 105. 106. 107. 108. 109. https://karmalifee.files.wordpress.com/2010/08/ept_sports_nba_experts-155186961-1282080011.jpg 110. 111. 112. AI 2014.2 20142 YMiyake_ITE_2014_2.pdf URLhttp://igda.sakura.ne.jp/sblo_files/ai-igdajp/academic/YMiyake_ITE_2014_2.pdf 113. 2014.2 20142 YMiyake_ITE_2014_2.pdf URLhttp://igda.sakura.ne.jp/sblo_files/ai-igdajp/academic/YMiyake_ITE_2014_2.pdf 114. 2014.2 20142 YMiyake_ITE_2014_2.pdf URLhttp://igda.sakura.ne.jp/sblo_files/ai-igdajp/academic/YMiyake_ITE_2014_2.pdf 115. 2014.2 20142 YMiyake_ITE_2014_2.pdf URLhttp://igda.sakura.ne.jp/sblo_files/ai-igdajp/academic/YMiyake_ITE_2014_2.pdf 116. 117. 118. AI AI AI AI based AI AI Rule-based AI State-based AI Behavior-based AI Goal-based AI Utility-based AI -based AIAI AI Task-based AI 119. AI AI AI AI based AI AI Rule-based AI State-based AI Behavior-based AI Goal-based AI Utility-based AI AI Task-based AI 120. . AI AI AI AI based AI AI Rule-based AI State-based AI Behavior-based AI Goal-based AI Utility-based AI AI Task-based AI 121. (State-Based AI) 122. (State Machine) 123. () Quake HFSM http://ai-depot.com/FiniteStateMachines/FSM-Practical.html 124. .2 AI AI AI AI based AI AI Rule-based AI State-based AI Behavior-based AI Goal-based AI Utility-based AI AI Task-based AI 125. AI (Rule-Base AI) ID 0 : IF THEN . ID 1 : IF THEN . ID 2 : IF THEN . ID .. : . ID N : IF THEN . ID 0 : IF THEN . ID 1 : IF THEN . ID 2 : IF THEN . 126. () A B C D E T F F F F T T F F F T T F T F T T T T F T T T T T F T T T T F F F T T T: True F: False True, False ID 0 : IF A THEN B ID 1 : IF A && D THEN C ID 3 : IF C THEN E ID 4 : IF B THEN D ID .. : ID 4 : IF E THEN ~A Statement atomic 127. () ID 0 : IF . THEN ID 1 : IF . THEN ID 3 : IF . THEN . ID 4 : IF . THEN ID .. : ID 4 : IF . THEN Priority: 3 Priority: 1 Priority: 4 Priority: 5 Priority: 2 Priority: - 128. () ID 0 : IF . THEN ID 1 : IF . THEN ID 3 : IF . THEN . ID 4 : IF . THEN ID .. : ID 4 : IF . THEN Priority: 3 Priority: 1 Priority: 4 Priority: 5 Priority: 2 Priority: - 129. ID 0 : IF THEN ID 1 : IF THEN ID 2 : IF THEN ID 2 : IF THEN ID 0 : IF THEN ID 1 : IF THEN ID 2 : IF HP