THE JOURNAL OF EDUCATION, COMMUNITY, AND VALUES
by Chris Pruett <c_pruett@efn.org>
At my day job as a programmer at video game development
studio Vicarious Visions, one of my common tasks is creating
artificial intelligence systems. These systems typically
control the enemies and obstacles that the player must overcome in
order to progress to the end of the game. AI is an extremely
wide academic field, but my day-to-day work rarely has much to do
with actually creating intelligence artificially; rather, my goal is
only to create the appearance of intelligence.
Academic AI study is mostly the study of systems that match
patterns. The human brain is a big pattern matching machine,
and we learn by training our brain to recognize new patterns, even in
situations where the data at hand is incomplete or partially
incorrect. Using software technologies such as neural networks,
it is possible to build systems that are similar in structure to the
brain but are far less complex. The problem with this approach
is that learning is a aspect of human beings that is highly dependent
on our surrounding environments; the brain can only learn new
patterns in specific ways if new patterns are presented
appropriately. Thus software models of the brain often have
difficulty learning how to produce the correct response to a certain
input; it is possible for neural network brains to 1C;grow
up 1D; to be stupid.
However, AI in video games is an almost entirely different
field. Academic research is applicable to a certain degree, but
often technical limitations alone rule out the use of
1C;real 1D; AI systems in the video game world.
Instead, game programers like myself are charged with creating
systems that fool the player into believing that their opponents are
real people, or at the very least, that they are interacting with
something more than simple software constructs. The one and
only goal of the game AI programmer is to produce an experience that
is fun for the player, and so in some respects my job is much easier
than that of an academic AI researcher.
Rather than create something that can actually evaluate its
environment and make a choice about the best course of action, it is
often sufficient for game AI programmers to simply enumerate every
possible scenario and tie it to a specific, predefined action.
Almost all game AI operates on
elementary
Pavlovian stimulus-response devices; very rarely is there any
code
that might be considered a model of a real thought process.
For example, if the game design calls for a troll that lives
under a bridge and eats the occasional passer-by, there is no need
for the AI programmer to actually model the troll 19;s hunger
level and subsequent decision process in software. A simple
counter ( 1C;eat every 5th pedestrian 1D;) or random number
generator ( 1C;for every pedestrian that walks by, let there be a
1 in 5 chance that the troll will eat them 1D;) will suffice.
Since the troll is such a simple device, adding more complexity
to him will not make the game any more fun, and thus there is no need
to spend more time to develop a more realistic system.
As a game AI programmer, I can get away with all sorts of
trickery that creates the illusion of intelligence. My job is
simply to make sure that my AI system is not too repetitive
(predictable patterns are boring), is sufficiently life-like (a task
which often falls on the animator rather than the programmer), and
helps to construct an environment that is fun for the player to
interact with. Most of what I do amounts to software smoke and
mirrors, but as a game AI programmer, deception is part of my job
description.
However, as games become more complex my job description is
going to change. The majority of technical innovation in the
game industry is centered around improving visual fidelity, and while
a lot of work is done in producing ever-prettier pictures, it has
become clear that convincing movement, animation, and behavior of
computer-controlled characters is quickly becoming a requirement.
Creating convincing behavior can be accomplished given the
industry 19;s tried-and-true methods of fooling the player, but
the level of complexity is quickly rising. At some point, it
may actually become easier to create smart software than to try to
cover every possible game scenario.
For example, let us return to the bridge troll. Say we
give the player the freedom to cross the bridge safely any way he
can. The player can choose to sneak across the bridge, jump
down into the riverbed and fight the troll, or perhaps travel
upstream, blow up a dam, and flush the troll away. This is a
pretty open-ended scenario for the player, and the troll must react
believably to whatever the player tries to do. In the past,
game developers have simplified such situations by creating only one
or two pre-determined solutions and simply forcing the player to work
out what was the right thing to do. But lately games like
Grand Theft Auto 3
have shown us that allowing the player to solve problems on
their own given a wide variety of tools and a highly interactive
environment can be extremely enjoyable and a much more rewarding play
experience.
Even this example is somewhat simplified. If the player
decides to fight the troll, how will the troll defend itself? A
club? Perhaps a rapier? Can we have trolls that are
skilled in martial arts in addition to trolls who 19;s main
maneuver is to bonk opponents over the head with a heavy stick?
If the player floods the riverbed, can the troll swim? If
so, where does he swim to? Is he angry at the player when he
reaches shore? How does this affect his behavior?
Clearly, giving the player total freedom would require us to
create artificial intelligence systems that are closer to real
intelligence than just a set of responses to specific stimuli. Given the state of the industry at the moment, the troll
problem described above would probably be solved with a very general
purpose stimulus-response system: hints on how to react to being in
water, or how to wield a weapon to brain an opponent. At the
lowest level, the decision process would probably still boil down to
a list of deterministic responses to predefined sensory input.
In other words, our troll would have about as much actual
intelligence as the animatronic Pirates of the Caribbean
marauders.
And at the moment, Pirates of the Caribbean is good enough. The game industry has yet to break out of its quest for visual
perfection, but eventually the graphics arms race will slow and
programmers like myself will need to find new ways of creating
seemingly intelligent game characters. As game environments
become more dynamic and less deterministic (both through innovative
game design and the application of better technologies, such as
physics simulation), the AI interacting with the player will also
need to grow and adapt. The work that academia is producing now
will likely be increasingly relevant to the game industry in the near
future. However, even as new technologies are integrated into
the game industry, the role of AI in games as an instigator of
enjoyment will remain the same.
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