Tag Archives: AI

Week 6 – Artificial Intelligence

A) Behavioural modelling is an important part of NPC development for games. Should emotive modelling be part of that development?

Player behavioural modelling is of increasing importance in modern video games (Recent advances in machine learning and game playing). The main reason for this is the fact that the artificial intelligence’s (AI) purpose is to entertain the player, rather than defeat him (Opponent modelling and commercial games). I believe that the more realistic a video game is, the better the game experience is.

Player modelling has many roles in a video game (Opponent modelling and commercial games). In the companion role, the game AI must behave accordingly to the expectations of the human player. For example, if the human player wants to hide, the NPC must act accordingly. Otherwise, the human player won’t be pleased. In the coach role, the game AI monitors closely the behaviour of the human player, and dependent on the goal of the game redirects the player’s focus, or encourages a certain course of action. In the opponent role, the game AI must be able to match the playing skills of the human player, and respond adequately to the player’s playing style. I believe that these goals can be easily achieved without emotive modelling, but I think that the emotive modelling would only make a game more interesting and entertaining. For instance, when a player is in danger of dying because of low energy, there may be a compassionate NPC who would donate him some food so that the main character doesn’t die. I, personally, would be really thankful.

The Walking Dead, 2010 – Emotional Video Games

B) A lot of people are scared by the prospective of AI. What do you think would be the ramifications of us achieving true “strong” AI?

The true ‘strong’ AI’s goal is to develop artificial intelligence to the point where the machine’s intellectual capability is functionally equal to a human’s (A Holistic Approach to AI). I believe that the humanity has come a long way. From the human discovery of fire, we can now fly to the moon and back. Despite the fact that there are now decades since people try to achieve ‘strong’ AI, I do think that the humankind will be capable to finally achieve it (maybe in a thousand years, but it will). I took more than 2 million years after the discovery of fire to invent a light bulb, after all.

If ‘strong’ AI will be achieved, I think that robots will eventually bring both advantages and disadvantages in our lives. No doubt the life is much easier than how it was 10 years ago due technology, but many jobs have already been replaced by computers or machines, leaving people without a sustainable income; and this is only a common example today. Achieving ‘strong’ AI, I think that from a certain point, robots may be somehow able to further develop themselves. At that point, the human race will officially be inferior technology. My only wish is that robots will be smart enough to help the world instead of destroying it, as people do, but I don’t know to what extent this would be possible, since the fact that in the end, they learn from us.

References:

  1. Fürnkranz J.- Recent advances in machine learning and game playing – ÖGAI-Journal, 26 (2) (2007).
  2. Van den Herik H.J., Donkers H.H.L.M., Spronck P.H.M. – Opponent modelling and commercial games – G. Kendall, S. Lucas (Eds.), Proceedings of the IEEE 2005 Symposium on Computational Intelligence and Games (CIG’05), IEEE Press, Piscataway, New York, USA (2005).

 

External Links:

http://www.sciencedirect.com/science/article/pii/S1875952111000486#b0035

http://ethicapublishing.com/ethical/3CH12.pdf

https://www.ocf.berkeley.edu/~arihuang/academic/research/strongai3.html

 

 

Week 6 – Artificial Intelligence

A) Behavioural modelling is an important part of NPC development for games. Should emotive modelling be part of that development?

I believe emotive modelling should be hugely considered when designing NPCs depending on whether or not the emotion is necessary in terms of interaction with the player. Emotion and behaviour go hand in hand because it closely relates to human interaction which immerses the player on a deeper level. “In most games, AI is about controlling and directing non-player characters to provide a certain level of challenge to the player.”(Stuart, 2016) As a game designer, should you want the player to do a certain thing it helps to have emotion as it can be persuasive. Depending on the feeling of the scenario, if the NPC were to be hostile towards the player, it could force the player to make decisions against the NPC and move in the direction the designer had in mind. It does depend on whether the NPC plays a moderate part in the game, otherwise there could be the minor NPCs getting involved in the main gameplay when it is not necessary for them to do so.

B) Consider your favourite video game. If it contains AI controlled agents how individualistic are they and there behaviours, and, how might you set about improving them?

Skyrim, alongside a few other well-known Bethesda games, are full of NPCs aiding the player in their quests and overall experience of the game. Players have previously noted how limiting Skyrim’s NPCs have been as there is only so much “conversation” and interaction one can have with such characters. Should two players make the exact same choices, they will receive the exact same outcome, thus making this aspect of AI controlled agents not so individual. However, as of August 2017, a new tool, “built on the Comme il-Faut AI model developed in 2012”, called CiF-CK, was developed by computer scientists to allow NPCs more personal, variable and flexible interactions between themselves and the player. Skyrim was the chosen game to test out the programmes success, in which it proved itself to be popular. “The mod creates greater variability in NPC interactions by allowing them to act on their changing opinions of other NPCs, which are shaped by their interactions with the rest of the NPCs and the player. The original CiF architecture would keep track of NPCs’ feelings but didn’t turn those feelings into action.” (Good, 2017)

(Steamcommunity.com, 2017)

What is interesting is how this tool seems to provide a better experience and a higher player satisfaction then Bethesda’s own ‘Radiant AI’, a system first seen in Oblivion which deals with the NPCs and how they act and react to the world. ” Actors are now somewhat closer to living beings and follow simple schedules, such as “work-eat-sleep,” or react to the environment in a way that was never possible to implement in Morrowind…In principle this should go some way towards the creation of a more immersive and more believable environment; however, in practice its execution really seems nothing more than regurgitated heuristic-algorithms with a polished marketing name.” (Mullon and Hartman, 2012)

(MobyGames, Bosky, 2006)

I believe programmes such as CiF-CK will and are paving the way to creating more individual and diverse AI controlled agents and I think implementing tools such as CiF-CK will greater the game-play in games such as Skyrim. I also think by thinking beyond the experiences the singular player will go through, paying attention to the universe of the game could lead to more avenues in which the player and AI can interact, creating further individual gaming experiences.

References

Bosky, T. (2006). The Elder Scrolls IV: Oblivion Screenshots for Windows – MobyGames. [online] MobyGames. Available at: http://www.mobygames.com/game/windows/elder-scrolls-iv-oblivion/screenshots/gameShotId,158751/ [Accessed 6 Dec. 2017].

Good, O. (2017). Skyrim mod makes NPC interactions less scripted, more Sims-like. [online] Polygon. Available at: https://www.polygon.com/2017/8/5/16101700/social-skyrim-mod-ai-research [Accessed 6 Dec. 2017].

Mullon, R. and Hartman, M. (2012). Radiant AI and Radiant Story in the Elder Scrolls V. [online] Elder Scrolls @ Altered Gamer. Available at: http://elder-scrolls.alteredgamer.com/tes-5-skyrim/116302-whats-new-in-skyrim-new-radiant-ai-and-radiant-story/ [Accessed 6 Dec. 2017].

Steamcommunity.com. (2017). Steam Workshop :: Social NPCs. [online] Available at: https://steamcommunity.com/sharedfiles/filedetails/?id=751622677 [Accessed 6 Dec. 2017].

Stuart, K. (2016). Video games where people matter? The strange future of emotional AI. [online] the Guardian. Available at: https://www.theguardian.com/technology/2016/oct/12/video-game-characters-emotional-ai-developers [Accessed 5 Dec. 2017].

 

Bibliography

Alderman, N. (2017). Why can’t we talk to the characters in games? Careful what you wish for…. [online] the Guardian. Available at: https://www.theguardian.com/technology/2016/jan/11/games-computers-conversation-characters [Accessed 5 Dec. 2017].

Bosky, T. (2006). The Elder Scrolls IV: Oblivion Screenshots for Windows – MobyGames. [online] MobyGames. Available at: http://www.mobygames.com/game/windows/elder-scrolls-iv-oblivion/screenshots/gameShotId,158751/ [Accessed 6 Dec. 2017].

En.uesp.net. (2017). Skyrim:NPCs – The Unofficial Elder Scrolls Pages (UESP). [online] Available at: http://en.uesp.net/wiki/Skyrim:NPCs [Accessed 6 Dec. 2017].

Frome, J. (2017). Eight Ways Videogames Generate Emotion. [online] Digra.org. Available at: http://www.digra.org/wp-content/uploads/digital-library/07311.25139.pdf [Accessed 5 Dec. 2017].

Good, O. (2017). Skyrim mod makes NPC interactions less scripted, more Sims-like. [online] Polygon. Available at: https://www.polygon.com/2017/8/5/16101700/social-skyrim-mod-ai-research [Accessed 6 Dec. 2017].

Guimaraes, M., Santos, P. and Jhala, A. (2017). CiF-CK: An Architecture for Social NPCs inCommercial Games. [ebook] IEEE. Available at: http://ieeexplore.ieee.org/document/8080425/?reload=true [Accessed 6 Dec. 2017].

Jhala, A. and Shipman, M. (2017). Tool Increases Adaptability, Autonomy of Skyrim NPCs. [online] News.ncsu.edu. Available at: https://news.ncsu.edu/2017/08/skyrim-npc-tool-2017/ [Accessed 6 Dec. 2017].

Mullon, R. and Hartman, M. (2012). Radiant AI and Radiant Story in the Elder Scrolls V. [online] Elder Scrolls @ Altered Gamer. Available at: http://elder-scrolls.alteredgamer.com/tes-5-skyrim/116302-whats-new-in-skyrim-new-radiant-ai-and-radiant-story/ [Accessed 6 Dec. 2017].

reddit. (2013). Skyrim – What happened to Radiant AI? • r/truegaming. [online] Available at: https://www.reddit.com/r/truegaming/comments/1ial3z/skyrim_what_happened_to_radiant_ai/ [Accessed 6 Dec. 2017].

Reith, G. (2017). 10 Most Memorable AI Characters In Video Games « GamingBolt.com: Video Game News, Reviews, Previews and Blog. [online] Gamingbolt.com. Available at: https://gamingbolt.com/10-most-memorable-ai-characters-in-video-games?utm_source=zergnet.com&utm_medium=referral&utm_campaign=zergnet_30705 [Accessed 5 Dec. 2017].

Steamcommunity.com. (2017). Steam Workshop :: Social NPCs. [online] Available at: https://steamcommunity.com/sharedfiles/filedetails/?id=751622677 [Accessed 6 Dec. 2017].

Stuart, K. (2016). Video games where people matter? The strange future of emotional AI. [online] the Guardian. Available at: https://www.theguardian.com/technology/2016/oct/12/video-game-characters-emotional-ai-developers [Accessed 5 Dec. 2017].