10 research outputs found

    Feeling the Ambiance: Using Smart Ambiance to Increase Contextual Awareness in Game Agents

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    The behaviour of non-player character game agents can be made more interesting and believable through the use of increased contextual awareness. In this paper, we present smart ambiance which allows information about the am- biance of an environment (determined by the environment itself, objects in the environment and recent events) to be used in agent plan generation. We demonstrate how this leads to contextually in uenced action selection and, in turn, more interesting and believable character behaviour

    A Bayesian Model for RTS Units Control applied to StarCraft

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    International audienceIn real-time strategy games (RTS), the player must reason about high-level strategy and planning while having effective tactics and even individual units micro-management. Enabling an artificial agent to deal with such a task entails breaking down the complexity of this environment. For that, we propose to control units locally in the Bayesian sensory motor robot fashion, with higher level orders integrated as perceptions. As complete inference encompassing global strategy down to individual unit needs is intractable, we embrace incompleteness through a hierarchical model able to deal with uncertainty. We developed and applied our approach on a StarCraft AI

    A Methodology for Requirements Analysis of AI Architecture Authoring Tools

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    Authoring embodied, highly interactive virtual agents (IVAs) for robust experiences is an extremely difficult task. Current architectures for creating those agents are so complex that it takes enormous amounts of effort to craft even short experiences, with lengthier, polished experiences (e.g., Facade, Ada and Grace) often requiring person-years of effort by expert authors. However, each architecture is challenging in vastly different ways; it is impossible to propose a universal authoring solution without being too general to provide significant leverage. Instead, we present our analysis of the System-Specific Step (SSS) in the IVA authoring process, encapsulated in the case studies of three different architectures tackling a simple scenario. The case studies revealed distinctly different behaviors by each team in their SSS, resulting in the need for different authoring solutions. We iteratively proposed and discussed each team’s SSS Components and potential authoring support strategies to identify actionable software improvements. Our expectation is that other teams can perform similar analyses of their own systems ’ SSS and make authoring improvements where they are most needed. Further, our case-study approach provides a methodology for detailed comparison of the authoring affordances of different IVA architectures, providing a lens for understanding the similarities, differences and tradeoffs between architectures

    The Mario AI Benchmark and Competitions

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    Online Build-Order Optimization for Real-Time Strategy Agents Using Multi-Objective Evolutionary Algorithms

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    The investigation introduces a novel approach for online build-order optimization in real-time strategy (RTS) games. The goal of our research is to develop an artificial intelligence (AI) RTS planning agent for military critical decision- making education with the ability to perform at an expert human level, as well as to assess a players critical decision- making ability or skill-level. Build-order optimization is modeled as a multi-objective problem (MOP), and solutions are generated utilizing a multi-objective evolutionary algorithm (MOEA) that provides a set of good build-orders to a RTS planning agent. We de ne three research objectives: (1) Design, implement and validate a capability to determine the skill-level of a RTS player. (2) Design, implement and validate a strategic planning tool that produces near expert level build-orders which are an ordered sequence of actions a player can issue to achieve a goal, and (3) Integrate the strategic planning tool into our existing RTS agent framework and an RTS game engine. The skill-level metric we selected provides an original and needed method of evaluating a RTS players skill-level during game play. This metric is a high-level description of how quickly a player executes a strategy versus known players executing the same strategy. Our strategic planning tool combines a game simulator and an MOEA to produce a set of diverse and good build-orders for an RTS agent. Through the integration of case-base reasoning (CBR), planning goals are derived and expert build- orders are injected into a MOEA population. The MOEA then produces a diverse and approximate Pareto front that is integrated into our AI RTS agent framework. Thus, the planning tool provides an innovative online approach for strategic planning in RTS games. Experimentation via the Spring Engine Balanced Annihilation game reveals that the strategic planner is able to discover build-orders that are better than an expert scripted agent and thus achieve faster strategy execution times

    Generation and Analysis of Content for Physics-Based Video Games

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    The development of artificial intelligence (AI) techniques that can assist with the creation and analysis of digital content is a broad and challenging task for researchers. This topic has been most prevalent in the field of game AI research, where games are used as a testbed for solving more complex real-world problems. One of the major issues with prior AI-assisted content creation methods for games has been a lack of direct comparability to real-world environments, particularly those with realistic physical properties to consider. Creating content for such environments typically requires physics-based reasoning, which imposes many additional complications and restrictions that must be considered. Addressing and developing methods that can deal with these physical constraints, even if they are only within simulated game environments, is an important and challenging task for AI techniques that intend to be used in real-world situations. The research presented in this thesis describes several approaches to creating and analysing levels for the physics-based puzzle game Angry Birds, which features a realistic 2D environment. This research was multidisciplinary in nature and covers a wide variety of different AI fields, leading to this thesis being presented as a compilation of published work. The central part of this thesis consists of procedurally generating levels for physics-based games similar to those in Angry Birds. This predominantly involves creating and placing stable structures made up of many smaller blocks, as well as other level elements. Multiple approaches are presented, including both fully autonomous and human-AI collaborative methodologies. In addition, several analyses of Angry Birds levels were carried out using current state-of-the-art agents. A hyper-agent was developed that uses machine learning to estimate the performance of each agent in a portfolio for an unknown level, allowing it to select the one most likely to succeed. Agent performance on levels that contain deceptive or creative properties was also investigated, allowing determination of the current strengths and weaknesses of different AI techniques. The observed variability in performance across levels for different AI techniques led to the development of an adaptive level generation system, allowing for the dynamic creation of increasingly challenging levels over time based on agent performance analysis. An additional study also investigated the theoretical complexity of Angry Birds levels from a computational perspective. While this research is predominately applied to video games with physics-based simulated environments, the challenges and problems solved by the proposed methods also have significant real-world potential and applications
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