This is where I try to maintain a list of games that have used--or which
promised to use--particularly interesting AI approaches. The trend
towards games that provide better AI has increased markedly since 1995,
something which I feel can only help the entire industry as well as give
an individual game better "legs" in the marketplace.
Caveat #1: Virtually all games
(especially strategic ones) have some kind of "AI", and often use
interesting and novel techniques. The focus here, however,
is on the more unusual or ground-breaking approaches. Sometimes the focus
is also on what was promised but not delivered on, since learning from
failures is every bit as important as learning from successes.
Caveat #2: Remember to take anything
you read here with the appropriate levels of salt. There is often more
hype than fact in some of the claims, and oft-times a game will be
redesigned at the last minute due to problems implementing a revolutionary
new AI approach (witness Avalon Hill's Third Reich, below).
This list is focused on those game which do, or promised to do,
particularly interesting things.
If you know of games I have missed (whether an older game or an upcoming
release), or if you can shed light on an aspect of the AI in one of the
games listed, please feel free to
e-mail me.
I'll add it to this list as quickly as possible.
Game: Age of Empires I/II
Type: Realtime Strategy
Publisher: Microsoft
Developer: Ensemble Studios
Release: Available Now
Web: http://www.ensemblestudios.com
Details:
Another entry in the crush of realtime strategy games,
Age of Empires looks to provide the strategic,
civilization-building appeal of Civiliation with the
realtime action of Command and Conquer. The AI is interesting
in that it attempts to learn from the player, and can be tweaked a bit with
user scripts to boot.
Developer Dave Pottinger of Ensemble Studios, has wanted
the AOE AI do preserve information from scenario to scenario.
Here's an overview he sent me just prior to the game's release:
For Age of Empires we did do limited learning to augment a pretty straightforward approach to the AI. The computer knows how to do certain types of strategies that are common, including things like frontal assaults. When you play any of our campaign scenarios the first time, the game is even. However, as a human, you carry over information about the scenario when you replay it the next time. So, we let the CPs do the same thing. They remember where you attacked them or they attacked you, etc. We also let the CPs remember your general playing tendencies so that they can improve playing against you in the randomly generated games. This has helped the quality of the AI out a lot. Well enough, in fact, that we'll be able to ship the game with an AI that doesn't cheat. However, we may do a "Doom-style Nightmare mode" where the AI overtly cheats by way of getting a resource boost at the start just to pound on people who like that kind of thing. The scenario replay learning feature was actually created out of a desire to have people who didn't win the first time get a different play experience when they replayed. The goal here was to remove the need to just optimize your strategy well enough so that you can eventually beat the scenario with the same thing you tried to do the last five times. If the AI does something markedly different (yet still intelligent, etc.) each time you play, then you get a more enjoyable experience, I think. It does help out replaying scenarios that you've already beaten, too (though that wasn't the genesis of the idea). The AI primarily saves which types of units they like to build along with a few other things. AOE is very much a rock-paper-scissors game (infantry slaughter archers, but cavalary rocks infantry, etc.), so concentrating on the contextual unit prefs of players is what provided the most useful info and conveniently takes up very little memory:). We did try a lot of other things, though:). FWIW, the playbook was the last military manuever model I did for AOE. We've kept the other three for variety and level of difficulty sake, though. I guess I'd have to add that I've yet to see an AI that can't be beat by some strategy that the developers either didn't foresee or didn't have the time to code against. Learning is a great way to help alleviate that problem and thus create a better playing experience.Commentary:
Game: Baldur's Gate/Tales of the Sword Coast
Type: RPG
Publisher: Interplay
Developer: Interplay, Bioware
Release: Available Now
Web: http://www.interplay.com/bgate/
Details:
Promising to provide the 'definitive'Advanced Dungeons and Dragons
role-playing experience, Baldur's Gate (BG) has some rather
interesting AI-related capabilities built in. Players are able to
directly edit scripts that control the actions of their NPCs, somewhat
like the level of control provided by Dark Reign.
The following is taken from Interplay's site:
All NPCs have their own AI scripting, outlining their basic reactions to
basic situations. At anytime, the player may "override" what the NPC is
currently doing. AI may be turned off or on at will. The scripts can be
modified to some extent; they help create a NPCs personality and adds to
the immersion level of the game. There will be several levels of scripting
available. We want to allow players to be able to modify scripts not at all
(the scripts that come with NPCs should be quite adequate), a little (e.g.
load in cautious mage, aggressive fighter, etc.), or a lot (e.g. if enemy
gibberling sighted then cast magic missile at it). It will be up to the
individual player to decide how much to tinker with AI on his or her party
members.
The game has been very popular among the RPG crowd, with a small but
devoted following developing their own NPC scripts and trading them online.
The scripts primarily support a rules-based approach that operates in a strictly
linear fashion; thus, rules "later" in a given script might or might not
ever "fire" depending on the circumstances of the game. Responses can be
weighted to control their probabilty of occurence, though there is no provision
for being able to modify the internals of the AI engine itself. There are
some pre-defined basic strategies available for the player-cum-AI
designer to use, and of course the existing NPC scripts are readily available
as examples of what can be done. Documentation shipping with the game is
sparse, but a few web sites which have sprung up on which tinkerers
can exchange information
Here's a snippet of a script (kindly provided by BG enthusiast
Sean Carley) from a warrior AI he developed:
IF
// If my nearest enemy is not within 3
!Range(NearestEnemyOf(Myself),3)
// and is within 8
Range(NearestEnemyOf(Myself),8)
THEN
// 1/3 of the time
RESPONSE #40
// Equip my best melee weapon
EquipMostDamagingMelee()
// and attack my nearest enemy, checking every 60 ticks to
// make sure he is still the nearest
AttackReevalutate(NearestEnemyOf(Myself),60)
// 2/3 of the time
RESPONSE #80
// Equip a ranged weapon
EquipRanged()
// and attack my nearest enemy, checking every 30 ticks to
// make sure he is still the nearest
AttackReevalutate(NearestEnemyOf(Myself),30)
END
Commentary:
Yet another example of the slow but steady evolution of game AIs
that provide greater flexibility to the players. Allowing the player to
directly modify the actions and reactions of his party members provides
several opportunities for "'bot like" NPCs to be built and distributed on
the Web, extending the life of the game and giving players more of a
"stake" in their NPCs.
Game: Battlecruiser: 3000AD
Type: Space Exploration/Adventure/Economic/Strategic
Publisher: Take 2
Developer: Derek Smart
Release: Available Now
Web: http://www.bc3000ad.com
Details:
Battlecruiser: 3000 AD (BC3K) and its various followons
claim to be the first commercial game to feature neural networks (it's not;
others beat it to market). A your-ship-alone-vs-the universe style of game
in the tradition of Star Control, virtually every NPC (non-player
character) in the game is driven by a neural network. This includes each of
the 125 crew members of your ship, which is quite impressive technically. The
computer opponents also use neural networks to guide negotiations, trading,
and combat.
Commentary:
No game has caused more controversy than BC3K, much less
its AI (or lack thereof, depending on whom you ask). Successful or not,
it's on this page for what it has tried to do. Only
the user can decide if it's successful....
Since I first put this posting up I've discove#f0d303 that a couple of
other games featuring neural networks did in fact hit the commercial
market back in 1994 and 1995, and one game used neural networks
way back in 1987 (!) but which didn't make it to market (so it doesn't
count). The two games which got to market are Jellyfish
and TD-Gammon, each of which began as public-domain software
that later were distributed commercially. Since backgammon is a "classic"
game I've got details over on the classic games
page.
In an email from Derek he revealed that he has actually
developed his own language, named AILOG, in which the AI
code is all written. I find this fascinating, and hope to learn more about
why he did this, but in the meantime here's some more info about how NNs work
in the game:
Anyway, here's brief overview of how a NN is used in BC3K. I have to be
brief due to time constraints but feel free to send me questions.
The BC3K Artificial Intelligence & Logistics, AILOG, engine, uses a neural
net for very basic goal oriented decision making and route finding when
navigating the vast expanse of the game's galaxy. In some cases a
supervised learning algorithm is used and in other areas, an unsupervised
one is used. It also employs some fuzzy logic where a neural net would not
suffice. Some aspects of a SOM model and various Backpropagation variations
are also employed.
So, AILOG, contrary to popular belief, and hyped just as much as the game
itself
Game: Black & White
Type: God Game
Publisher: Electronic Arts
Developer: Lionhead Studios
Release: Available Now
Web: http://www.lionhead.co.uk
Details:
Black & White (B&W) promised to bring everything that
Peter Molyneux had experimented with in his previous games (Populous,
Theme Park, Dungeon Keeper, to name a few) to fruition in
one package. Peter's always been on the cutting edge when it came to
interesting A-Life technologies in his games, and B&W promised to
continue that tradition.
According to both the press and various interviews given about the game,
B&W was to feature "...AI technologies that are
revolutionary and never been used before...". The game promised that your
creatures would be able to learn all kinds of things, both from the player
and each other, as the game progressed, creating a dynamic world that will
change according to the player's actions. The game takesto this to the
literal extreme...as the player plays the game, his actions and motives
shape the world... if you're good, the world will become a place of sun and
light, whereas evil players will create a world that slowly becomes a
twisted, dark realm filled with monsters. (Just a guess, there will be more
dark and twisted worlds than "Disney" worlds.)
In an interview on one of the Black & White
web pages shortly after the game came out, Peter spoke a bit about how
the AI of the game's creatures operates:
....only a small number of behaviours (have been put in) so
far, but enough for the creatures to behave convincingly.
I summoned a creature using the debug testing menu,
and it happened to be near water, and the creature
caught sight of his reflection and lumbered over to
have a look. Another time he became hungry, looked
around, found a villager, stomped him flat, picked him
up and ate him. Each of these little sequences of
behaviour is coded by Richard.
The creature might have several desires: to find out
about something, to satisfy his hunger, to go
somewhere. Each desire is associated with an
'intensity'. Whichever is the most intense, and can be
satisfied nearby, the creature satisfies. He might be
hungry, and see a villager and a fence around, and he
has a table saying how each of those objects
(villager, fence) will satisfy his hunger.
When the creature was just freshly created he didn't
know that fences aren't edible. And ate some.
This sort of design is fairly typical for AI in
computer games. But where Black and White differs from
convention is that the creatures can be taught how to
behave. You might want to teach your creature to eat
enemy villagers but not your own. This is how it's
done: For each object, such as a villager, there are a
number of attributes (sex, age, allegiance...) The
first time the ape eats a villager, and you pet him in
reward, he thinks that it's good to eat all villagers.
But next time you give him one of your own villagers,
and he eats it, and you punish him. So his mind
becomes more refined: he recognises that some
villagers are yours and some are not, and it's okay to
eat the latter but not the former. And with more
training you can further refine his mental model of
the world.
To some extent, the creature watched your actions and
emulated them. If he saw you casting a spell he'd
learn how to do it and start casting it himself. More
such observation-and-copying will be added to the game.
When the creature has just performed an action (such
as eating a villager), and you want to tell him what
you thought of that action, you hold down your index
finger on the creature. The camera zooms towards him
so you're looking at him full on. You keep your finger
down all this time. If you move the mouse gently
around his head, or arms, or feet (or, yes, groin) he
likes it and laughs playfully, and he knows that you
approve. Or you can move your hand to one side and
sweep it to the other, hitting him, and it hurts. Or
move your hand all the way to one end of the screen
and *BLAM* smack him one and it really hurts. You can
smack his feet out from under him and he'll fall over.
Game: Beasts
Type: Sim-life/Ant-farm/God Game
Publisher: Unknown
Developer: Creature Labs
Release: Second Quarter, 2001
Details:
Building on the successful A-Life
technology originally pioneered in the Creatures line of games,
Beasts aims to take the whole experience one step further--by moving
your charges out of the artificial world and into the "real world".
The "beasts" in question are Yeti, who live high in the mountains
in a valley threatened by mining. The player must guide their Yeti tribe
in such a way as to eventually drive away the mining conglomerate before
it can destroy their homeland.
Beasts features a number of enhancements on the basic Creatures
technology, including dominance hierarchies, realistic mating habits and
complex social structures. To win, players will need to deal with a number
of time-pressured missions. Between missions, they will have a more general
responsibility for their charges, ensuring that their Yeti prosper and
multiply and are ready for the next challenge. Multi-player options range
from death-match conflicts between Yeti tribes, to open-ended play, in
which players can observe their beasts interacting with no set goals (much
as with the original Creatures). Annual seasons and living secondary
ecosystems will provide additional challenges.
Commentary:
As with the Creatures series, Beasts will be less of a game
than a digital ant-farm. The basic chemistry-based
neural net technology
remains in place, though apparently with much greater complexity.
The new mission-based option is obviously intended to answer the complaints of
some players that there wasn't any purpose to what they were doing in
the earlier games.
This should be interesting, if only because it's the next evolution of
the Creatures A-Life technology. More when I know it....
Game: Civilization: Call to Power
Type: Strategic Wargame
Publisher: Activision
Developer: Activision
Release: Available Now
Web: http://www.calltopower.com
Details:
Civilization: Call to Power (CIV:CtP) is the third in the
classic series of games. Lead programmer Steve Marrioti had said during
the development cycle that the new CIV:CtP would feature a non-cheating
AI that would use a "...small number of powerful
over-arching potentialities. In situations where there is no clear-cut
choice for the AI--if this happens, respond by doing that--we're
relying on fuzzy logic".
Of more interest perhaps was the plan of the development team to
provide full and total access to the AI to players. The AI
was to be built as a dynamically loadable .DLL file and the interface spec
made public, thus allowing budding AI developers to write their own
AIs if the ones that ship with the game weren't good enough. Specifically
Activision promised:
Game: Cloak, Dagger, and DNA
Type: Tactical Realtime Wargame
Publisher: Oidian Systems
Developer: Oidian Systems
Release: Freeware
Web: Full version (free): here (Thanks Don!)
Details:
Cloak, Dagger, and DNA (CDDNA) was the first game I'm aware
of that used genetic algorithms. It as intended to be the first in what
Oidian called a "planned family" of games using genetic algorithms, but
sadly there wasn't enough support and they went out of business.
The game is still available via download, however, and it's worth the trouble.
Somewhat similar to Risk, a map is
broken into regions, some of which contain factories. Possession of
factories both brings income to the player and provides bases at which to
build more units (either armies or spies). Armies are necessary to take and
defend areas, while spies cannot fight or be killed and hence prove to be
useful inteligence gathering tools. Combat is calculated based on the number
of units in a given area, with the defender getting a defensive bonus. There
can be any combination of four players, and the game does appear to support
network play, which is 2 on 2.
The heart of the game is its use of genetic algorithms to guide the
computer opponent play. It comes pre-stocked with 4 'DNA' strands,
which are rules governing the behavior of the computer opponents. As each
DNA strand plays it tracks how well it did in every battle. Between
battles, the user can allow the DNA strands to compete against each other
(and/or the player's DNA strand) in a series of tournaments which allow
each DNA strand to evolve. There are a number of governing rules for
DNA strand mutation, success, etc., and the user can edit a given
strands' DNA ruleset if so desired. You can maintain a huge library of DNA
patterns in the registered (free) version.
Commentary:
Having played extensively with this game I can report that a.) the concept
is interesting, b.) the concept seems to work, as the AI does
get smarter over time, and c.) the genetic
algorithm "lab" that comes with the game needs a lot more
work to make it accessible to Joe Gamer. The tools do provide remarkable
insight into the training and evolutionary process of each DNA strand,
however, as well as tools to directly tweak the rulesets being evolved.
However, anybody with some background in genetic algorithms is advised
to check it out; anybody seeking to learn how they work should seek
basic knowledge elsewhere, then come play with this game.
All in all a very cool game using a very powerful approach.
Game Developer Magazine
(the magazine if you're a game developer) ran an
excellent article by Don O'Brien (the designer of CDDNA)
about the game's AI, how it works, and why it does what it does. I
was particularly struck by the use of some of the techniques discussed
in the Influence Mapping
thread that went on over in comp.ai.games a while back. I
highly recommend it to anybody interested in learning
more about genetic algorithms in general and their implementation in
CDDNA in particular.
Don O'Brien contacted me on 2/15/02 with a quick missive. He was amazed at
the interest in the game and, out of the generosity of his heart, he has
released the full version of the game to the general public! We've
got it here
here and the site and it's
VERY worth the download. The game is simply an excellent lab to
play with. If you do decide to download it,
drop Don a line and say thanks--he
more than deserves it!
Game: Creatures/Creatures 2/Creatures 3/Creatures Adventures
Type: Sim-life/Ant-farm/God Game
Publisher: Warner Interactive
Developer: Millennium Interactive
Release: Available Now
Details:
The Creatures series makes probably more use of Artificial
Life technology--genetic algorithms, neural networks, etc.--than any other
series of games on the market. This makes sense given the goal of the
series--to simulate organic life. Similar to the
Sim games and sharing much in common with the screen-saver
game Dogz, Creatures takes the concept one
step further. Each copy comes with six "eggs", each of which has a
unique dog-like creature Milennium dubs a Norn. Milliennium
guarantees that no two copies of Creatures will have the
same sets of eggs, making every copy unique.
Once your Norns hatch the fun begins. You can begin interacting with
your Norns, rewarding them for good behaviour, feeding them, introducing
them to objects in their environment (a multiscreen world roughly 12
screens wide by 3 high), or punishing them. This environment is filled
with interesting objects (which you can add or remove) with which the
Norns will keep themselves busy, along with food, plants, and a predatorial
race called Grendels.
As your Norns grow, they progresses through adolescence and adulthood and
(if you have two adult Norns) eventually will lay eggs of their own. In
this way you build an ongoing "colony" of these creatures, much like an
ant farm or aquarium on your computer.
The fun of the game lies in observing the development of the Norns
over time and influencing that development. You do not have direct
control over the Norns, so they will not necessarily respond to your
stimuli in a predictable manner. Players will be able to "swap" eggs
over the Internet, exchanging different character traits and gene
pools as different strains of Norns evolve over time.
The interesting aspect of the game from an AI point of view is
its use of its CyberLife technology. CyberLife
is a combination of heterogeneous neural networks and a GA-ish winnowing
process to push evolution of the creatures. This makes
the CyberLife technology effectively a self-training
neural network, with the AIs of the Norns learning over time what
they like, what they're not supposed to do, what is "fun", etc. According
to Anil Malhotra (Millenium Interactive's Director of the
CyberLife technology), the AIs have evolved in ways that
surprised even them. He reports that after a "litter" of baby
Norns had hatched on Friday, when they came back in on the following Monday
the babies had learned how to toss a ball back and forth for "fun".
Fascinating.
The company supports the game in a variety of ways, including an online
"Olympics" in which Norns from around the world can compete in various
feats of prowess. In addition, since the natural lifespan of a typical
Norn is a mere 40 hours, the company will also provide (for a small fee)
a 'funeral kit' with which you can immortalize a beloved Norn's memory
(I am not making this up).
Commentary:
Less of a game than an ant-farm, Creatures nevertheless
seems to break new ground in the game AI field. The developers are
quite frank about their intentions--Creatures is really
more of a technology demonstration than anything else, and they'd really
like to tap the commercial applications market.
Having said that, the game neatly solves the fundamental problems
associated with online training by getting you to run the game constantly.
Online realtime training of a neural network is (generally speaking) far
too expensive for "normal" gameplay, but by marketing Creatures
as an "organic simlator" which evolves over time Milliennium Interactive
has side-stepped that problem. Even so, the program is still fairly
expensive in terms of CPU...each Norn reportedly eats up
approximately 5% of a typical Pentium P-100 CPU, a value probably far
too expensive to use the Cyberlife technology in the
next version of C&C.
The use of GA-ish technology to cross-breed the AI neural networks
is solid, as is the ability of the player to trade eggs with others.
There are tools within the game to look deeper into the 'brains' of the
game and see what it's doing.
In trying to gain greater insight into how the AI in Creatures
works, I recently asked the developers of to explain what they meant by
their using "heterogeneous" neural networks. I was unsure what that meant,
exactly, so I asked. Here's what developer Toby Simpson said in response:
Heterogeneous as in not harmonious. The neurones are divided up into
lobes which serve different purposes, although the neurones in each lobe
are the same. Things such as leakage rate, dendrite migration and so
forth can be set for particular lobes without simply having a collection
of the same old neurone as it would be in a "normal" net. This is the
way mother nature does it, etc. As for what they actually do, well, they
act like real living brains, only somewhat smaller than our own right
now. Hope that is of some help.
Game: Close Combat
Type: Tactical Realtime Wargame
Publisher: Microsoft
Developer: Atomic Games
Release: Available Now
Web: http://www.atomic.com
Details:
Close Combat (CC) was to be the first game to use blackboard
technology to guide both the player and computer squads throughout the game.
Blackboard technology is a "cooperative" AI technology, in which a problem
is made open to a group of AIs (which can be neural networks, genetic
algorithms, whatever) and each AI "contributes" towards solving a piece
of the problem. The analogy is a group of engineers sitting in front of a
blackboard interatively solving a problem together. Each engineer contributes
some idea which solves a part of the problem, and in solving that piece makes
it possible for another engineer to solve a different piece. Eventually
a solution is found.
Unfortunately, Atomic either couldn't make the blackboards work
correctly or ran into some other problem with the implementation.
In a recent flurry of emails between the Close Combat
designers and fellow AI enthusiast
Bryan Stout, one of the CC folks admitted that they'd scrapped
the blackboard-based AI in favor of a more traditional hierarchial
rules-based approach. Bryan was kind enough to provide me with an email
summarizing the implementation that made it in, and it follows below
(reprinted with permission of Atomic Games, of course):
The final implementation did not use blackboards. Here's a brief description of the implementation. The Strategic Artificial Intelligence (SAI) in Close Combat (CC) handles the task of creating high and medium level orders for the teams under direct computer control and medium level orders for the teams under player control. Sometimes, a player's teams will be placed under computer control (either by the player clicking the advance or retreat buttons or if the player has not issued an order to a teams for a long period of time) in which case the SAI will also generate high level orders for the player's teams placed under computer control. When creating orders, the SAI reasons only about the teams as a whole--It never reasons about individual soldiers in the teams. In reasoning about locations on the CC map, the SAI divides the map into a square grid. The squares in the grid are referred to as megatiles. The size of a megatile is roughly the size of the smallest square building which can be found on the CC maps (about 18 by 18 meters). High level orders correspond to the orders in the pop-up menu that appear when a player clicks on a team. An example of a high level order would be "Move alpha team from megatile grid location (3,5) to megatile grid location (6,11)." The SAI generates high level orders for the computer controlled squads using information about the current game situation and victory conditions. Player controlled units are given high level orders by the player through the pop-up menu that appears when the player clicks on units under his control. Medium level orders are generated by the SAI to accomplish high level orders at a team level. For the previous example of a high level order, the medium level orders might include "Move alpha squad from megatile grid location (3,5) to megatile grid location (4,6)," "Move alpha team from megatile grid location (4,6) to megatile grid location (5,7)," and so forth. The SAI always generates the medium level orders required to accomplish high level orders regardless of whether the high level orders were created by the SAI or the player. The SAI is comprised of three main systems: the location selector, the path planner, and the target selector. The location selector is used by teams under SAI control for generating high level goals. It determines where the team should be on the CC map. If the team is not at its desired location, the path planner is invoked to determine the medium level movement orders needed to get the team where it needs to be. The path planner can generate paths based on speed, safety, or a combination of the two. Once at its desired location, a team uses the target selector to determine which enemy team (if any) it should attack. When a player gives a move order to a player controlled team, the player's order becomes a high level movement order. The path planner is then invoked to generate the medium level goals to get the team to the specified location. Fire and smoke orders issued by the player are converted to medium level orders indicating that the team should fire at the specified location. A defend order issued by the player invokes the target selector which picks an enemy target for the player's team to attack. The location selector uses a number of criteria for selecting a desired location for a team. First, it determines if the team should just stay where it is. When a tank first sees an enemy tank or anti-tank team, it's most likely to try to get the first shot at the enemy rather than moving on its way. Infantry under intense fire or in a good defensive position tend to stay at their current location as do mortar teams since they like to deploy and stay out of the enemy's line of sight. If the location selector decides that a team should consider moving to other megatiles, it begins a search for the best megatile in which to position the team. Since each CC map contains hundreds of megatiles, the location selector uses a number of heuristics to prune the search space. For example, moving a rifle team into the middle of a large open field is almost always a bad idea. The location selector uses a number of factors to both prune and rank the list of megatile locations being considered. The factors include the defensive benefit of the megatile, the strategic importance of the megatile (is it a victory location), the amount of time it will take to reach the megatile, the amount of danger involved to reach the megatile, and the number of friendly and enemy causualties expected when the team attacks the enemy from the megatile. When dealing with enemy teams, the location selector hypothesizes the location of enemy units rather than cheating by looking at the real positions of teams that it should not be able to see. Gary Riley garyr@atomic.comGary has provided some interesting additional information concerning why blackboards were not used in CC (and why they won't be used in the upcoming CC2). The reasons seem to boil down, basically, to those evil twins of time and resources....
The designer's note article that mentioned blackboards was written at the very earliest stages of development. At the time, it was not apparent that handling interaction between the low level simulator and the high level AI would be such a difficult task. A lot of effort went into resolving these issues. For example, the simulator determines line of sight to a team by tracing from individual soldier to individual soldier, but the high level AI has to have some type of abstraction which divides the map into locations and provides information about whether a team can fire from one location at another. If the abstraction didn't work well, you'd either have teams moving to locations from which they couldn't attack the enemy and moving out of location from which they could. The solution we ended up with was to iterate over all locations on the map deploying teams into the divided map locations and then have the simulator determine whether a line of sight existed (which took a considerable amount of time). Anyway, we had a lot of issues like these that had to be worked on through almost the entire development cycle, so as the AI was being developed I just used very straight forward approaches to determining team actions (i.e. if the AI can't figure out a location to move to from which a team can attack the enemy, no one is going to care whether the AI uses blackboards or not). In fact, because so much time was spent on getting fundamental capabilities working, a design for using blackboards never got beyond a very high level hand waving stage. It would be nice to chunk the current code and do a complete redesign which utilized blackboards and made use of what I learned from the first attempt since one of the AI's weaknesses is team coordination, but I don't see that happening. So CC2 will use the same basic design as CC1. Gary
Game: Close Combat 2
Type: Tactical Realtime Wargame
Publisher: Microsoft
Developer: Atomic Games
Release: Available Now
Web: http://www.atomic.com
Details:
Close Combat 2 (CC2) is the followup to the earlier
Close Combat. It will use the same basic AI engine, though
there are some refinements in the works that promise to significantly
enhance the AI's overall intelligence.
John Anderson, one of the AI developers dedicated to the project (it's my
understanding that there were three in total) provided the
following when I asked him about the plans for CC2's AI:
AI will almost always be shirked by the software developers/producers, at least in the initial release. This I feel is because most AI cannot be written to be effective until late in the development cycle as it needs a functional game environment to see the effects of the AI. Then the developer is faced with a choice of spending several more months to get the AI right, or release a fully functioning game with limited AI capability. Most choose the latter. We knew from the outset that with our design goal of having every soldier be a living thinking entity on the screen, that we needed a lot of AI resources. I split my work between the TAI (Tactical AI) and the game system because they were so closely related. This allowed me to develop the AI right along with the combat engine. It still took 3 1/2 years of work. I use a fuzzy logic system which weighs in hundreds of variables through dozens of formulas, eventually coming down to a probability of a particular action that the soldier will perform. To prevent inconsistant jumping of actions (soldier decides to go prone, then the next instant decides to stand up, then go prone, etc.) a series of weights are associated with good behavior. This helps reinforce a consistent set of good actions. In the case of bad behavior, the soldier is restricted from choosing a good behavior action until certain conditions or time limit has been met. This type of AI also exists for a team, or a collection of soldiers that operate as 1 entity for the purposes of issuing them orders. It helps to reinforce the peer pressure greatly evident in stressful situations. The biggest problem with this approach was the balancing of the engine. Months and months of work went into getting appropriate behavior for any given set of circumstances. Often this just involved adding more parameters to the engine to account for the new circumstance but several times it required an adjustment to the current values, putting more emphasis on one or more parameters, which then caused other behaviors to get out of whack given slightly different circumstances. In CC2, we have had even more time to balance and tune the engine making it what I think is the best psychologically affected combat simulation around. John
The path planner in CC2 uses an algorithm reminiscent of a paint fill in a graphics program that allows it to calculate the best path (as determined by a scoring function) from a starting location to every other location on the map in one swoop. So, for the price of determining one path you get all the others as well.
Game: Colobot
Type: Tactical Exploration and Combat
Publisher: Self (mostly)
Developer: Epsitec
Release: Available Now
Web: http://www.colobot.com
Details:
A neat game that I need to add to the
programmable list when I get a
chance, Colobot (COLO) is a European game in which you
must explore and colonize a world using robots. The neat thing from
an AI perspective is, of course, that your robots are programmable.
enhance the AI's overall intelligence.
According to the developer, COLO is a realtime game in which
you head a space expedition in which you must explore and colonize
various planets. Assisting you are a variety of robots, which you can
program using a simple C-like scripting language to explore, find
raw materials for future colonists, etc. Kidna neat.
The program is available in a variety of languages (French, Polish, and
English at present) and tehre is an excellent forum at the site for
discussing your Colobots and the game. You can download the game, new
levels, and other Colobots as well. Very slick.
Commentary:
The scripting and programming engine for the robots is definitely where the
game shines, and I'm impressed by just how C-like it is (as a C and C++
programmer, that is). That could intimidate some folks but it shouldn't--the
game is far easier to pick up than some others in the same general genre.
The programs themselves appear to form an AI which can be pretty
straightforward in a finite state machine/fuzzy
state machine kind of way but there's nothing wrong with that.
Worth a download and a purchase, if you're looking for this kind of thing.
Game: Dark Reign
Type: Realtime Strategy
Publisher: Activision
Developer: Auran
Release: Available Now
Web: http://www.activision.com
Details:
The designers of this game promised a lot of
fascinating AI-related goodies:
Game: Dirt Track Racing
Type: Action
Publisher: ValuSoft
Developer: RatBag
Release: Available Now
Web: http://www.ratbaggames.com
Details:
One of the few action titles on this page,
Dirt Track Racing
is much like any other racing game with one exception--it uses
neural networks as part of its AI.
There's not much info about exactly how the AI uses NNs, but from what
I can tell from the reviews and press releases the AI does seem up to the task.
Commentary:
There's honestly not much about the game's AI implementation on their
pages. At a guess I imagine the NNs are used primarily for handling
the "fuzzy" nature of driving around a racetrack more than anything
else. There have been a number of NN-based AIs used in the public-domain
RARS racing effort and they've all
been rather successful. I'll post more when I know more.
Game: Dungeon Keeper
Type: First-Person Adventure Strategic
Publisher: Electronic Arts
Developer: Bullfrog
Release: Available Now
Web: http://www.interplay.com
Details:
Dungeon Keeper (DK) is an innovative
twist on an old idea, in
which you the player are the "keeper" of a dungeon filled with monsters, traps,
and treasure. Your job is to keep the sweaky-clean good guys OUT.
Sort of a "SimDungeon", you are placed in charge of a dungeon with a
limited amount of resources and monsters and must build a dungeon room
by room, trap by trap, and monster by monster. If you're successful,
you'll be able to bring in new recruits and continue to fight off
parties of adventurers foolish enough to come bug you.
The AI implemented in this game makes use of a process called
"behavioural cloning" to learn from the human gamer's play. The brains of
the monsters themselves come from hundred of hours of internal play by
the designers; every time a particularly nasty trick or sneak attack
by one of the players worked out, it was incorporated by the designers into
the monster's AI database. In network games, one can even allow the game
to run in the background and allow the AI to manage the hiring of monsters,
placement of rooms and traps, etc., all based on information it has gleaned
watching the player. Producer Peter Molyneux has also said that he'd even
like the AI sophisticated enough to learn each player's playing
style (in a networked game) and be able to mimic them if they leave, although
whether or not this will actually be in the game remains unclear.
Dungeon Keeper claims to possess
the "most sophisticated monster AI of any game yet", with each monster
having roughly 1500 bytes dedicated to AI and personality stats and can
have the senses of sight, hearing, and smell. (By comparison, the AIs in
Populous used
48 bytes each.) Monsters that are hurt feel pain and try to run away;
monsters which can smell use this ability to track players and lead
other monsters to where the players are hiding.
Commentary:
The developer here is Bullfrog, probably best known for their
"God Games" Populous
and Powermonger, each of
which garnered high praise for the "personalities" in each game. Peter
Molyneux has a proven track record of building sophisticated and interesting
AIs, and from the sound of things has taken everything he's ever wanted to
do and put it into this game.
Molyneux is probably one of the most ardent supporters of better
and more sophisticated AIs in the industry. To quote from the PC Review
article:
"The technology is huge, and I think that up until now there
hasn't been a lot of kudos associated with AI, but as graphics
accelerators become increasingly common there will be
processing power to spare."
Molyneux goes on to note that what DK is doing is less
"artificial intelligence" than it is "applied intelligence", which is a
definition I can agree with.
Well the game is out and the reviews on the AI are decidedly mixed.
The multiplayer mode isn't (officially) even implemented yet, so nobody
can really comment on how well behavioural cloning works or doesn't.
Was it all hype, or is there a real AI in there someplace? We'll know
more when a patch shows up....
Game: Dynamic Gin
Type: Gin Rummy Card Game
Publisher: CyberSym Technologies
Developer: CyberSym Technologie
Release: Available Now
Web: http://www.cybersym.com
Details:
Dynamic Gin is a Windows version of the classic card
game. It is yet another mainstream, commercial game to make use of
neural networks for its AI, this time in a learning and
adaptive implementation.
According to the developers, the engine behind Dynamic Gin
is (primarily) a temporal difference neural net from CyberSym's
object-oriented AI library. This gives Dynamic Gin what
the developers claim is a very competitive style of play as well as
the capacity to adapt and evolve when playing against a human opponent
(temporal difference NNs are unsupervised training NNs).
Dynamic Gin is available as shareware with a free 36 day/30
session evaluation period. You can find it at the CyberSym web site.
Commentary:
Yet another neural network based game hits the market!
And this one learns as it plays no less. I can't vouch for how well
it plays since I'm not a Gin fan, but I am impressed.
Obviously the slower pace of a card game like Gin is what makes
the online learning possible, as well as the relatively low graphics
requirements compared to, say, Dungeon Keeper. Still
this is not to detract from CyberSym's accomplishment. They have
implemented an online, adaptive, learning AI for a real, "mainstream"
game. My hat is off to you, CyberSym.
Game: Enemy Nations
Type: Realtime Strategy
Publisher: Head Studios
Developer: David Thielen, Windward Studios
AI Programer: Eric Dybsand, Glacier Edge Technology
Release: Available Now
Details:
Enemy Nations is intended to be a cross between Empire
Deluxe, Command & Conquer, and Sim City.
Announced at the 10th Computer Game Developer's Conference, the game
features multi-player (up to 16 players, I believe) real-time combat
in a race to be the first to develop a newly discovered planet.
The EN AI, or computer player, uses a network of cooperating
intelligent agents, or managers that communicate via messages, finite and fuzzy
state systems and a database of goals and tasks.
Functions such as path finding are provided via a separate pathing
manager based on the A* algorithm and enhanced for four years. The routing
and distribution of materials for the economics of the AI and human players
relies on a separate route manager which provides for discrete event management
of the economic and construction needs.
Evaluations and map based processes are performed by a separate map
manager using a variety of specialized search algorithms that include
(but are not limited to): breadth and depth searchs of the map space,
directed and A* derived searchs of the map space, and a few very
specialized searchs of the map space.
The AI uses a separate goal manager for strategic guidence and
a low level task manager to assign and manage the functions carried
out by the units of the game. The actual task functions operate as
discrete intelligent agents themselves, reviewing the local data
specific to the task assigned. With guidance from the goal/task/map
manager state systems, these agents issue/receive messages to/from the game
which results in an underlying behavior that produces the complex behavior
that completes the tasks assigned. This collection of tasks performed
for the goals as managed by the goal manager results in the operational
behavior of the AI players.
Selected history is maintained at the goal manager, player, map and
OpFor (Opposing Forces) levels.
The AI programer (Eric Dysband) invites all comments and suggestions for
any enhancements to the AI and can be reached at
edybs@ix.netcom.com.
Commentary:
Okay, first of all the confession. I first met Eric online in
the Recognizing Strategic Dispositions
and Influence Mapping threads during the
summer of 1995, and since moving back to Denver have regularly met
with him at the monthly Colorado Computer Game Developer's meetings.
We're friends, have a scary number of ideas in common
regarding AI, and ping ideas off each other all the time. So, if
you're the type who thinks I might be biased just because I know
the guy doing the work, you're so warned.
Okay, having said all that, I have to say this is one of the
niftiest AIs out there. I know it's good
because a.) I've seen it work and b.) Eric is doing it 99% the way
I would. If it has any weaknesses it may be that it doesn't handle
resource-poor starts and worlds very well...a minor complaint given
how difficult it can be for a human player to compensate in such
a situation. The EN AI really does do
what it says.
Game: Fields of Battle
Type: Strategic Wargame
Publisher: Bevelstone Productions (Denmark)
Developer: Bevelstone Productions (Denmark)
Release: Available Now
Details:
Fields of Battle (FoB) is a World War I strategic wargame,
currently available for both the Amiga and the PC. In concept it's somewhat
similar to the old SSI game Clash of Steel; players jostle for
control of Europe, Russia, and the Middle East over a map divided into various
sized regions. Production and sabotage of resources plays a key roles in
the game.
What makes the game interesting from an AI point of view is its use
of Neural Networks for the computer player AI. This makes FoB
the first commercial game that I am aware of that uses neural
networks of any kind (and definitely beating out BC3K for
that honor).
I've asked the developer for more details, but I do know the following
regarding the FoB AI:
We are not training the neural nets during the game, and thats the problem of the AI at the moment. One of the reasons it's running "slow" is that we have used our time to develop the AI, not to speed it up, it could probbbly run a bit faster using fixed-point floats, but we prefer using developing time on other subjects. Generally the AI was developed in a series of attempts. First the optimistic one - lets start programming - it failed :) We then developed a huge (40 pages) document describing how to determine where to move a unit, when to buy etc. but it still didn't work. We could however, use parts of this document to determine which areas to defend, and which to attack. That's when we changed to Hopfield nets. The reason it's a Hopfield is, that that's the way the game work. You take a unit, try to place it in all areas where it can be moved to and select the best (or randomly another place, thats the stocastic part, but you probebly know as much about this as I do) area. We just keeps during this until no units wants to be moved anymore. So, with the right utility function everything is as it should be. Unfortunately it's VERY difficult to write a utility function. We are currently taking a break with FoB, but here is some plans we have in store, if we take up the game again (they are developed as a project in an AI course at the University of Aarhus:
Game: Fighting Wu-Shu (also known as Fighting Bujutsu)
Type: Arcade Fighting
Publisher: Konami
Developer: Konami
Release: Available Now
Web: http://www.konami.com
Details:
Announced at the 1997 JAMMA arcade show in Tokyo, Japan,
Fighting Wu-Shu (also called Fighting Bujutsu
depending on whether you're in China or Japan) is a 3D arcade fighting game in
the tradition of Sega's Virtua Fighter series of games. What
makes it interesting from an AI point of view is that its developers are
touting the AI's ability to learn the player's moves and adjust to them
as the game progresses, thus "...creating a game that advances in difficulty
as you advance in skill..."
Commentary:
There would appear to be a spate of games that attempt to "learn" what
the player is doing. This game promises what
VF2
promised but arguably failed to deliver...an opponent that truly adjusts
itself to your fighting style.
There was no word in the various press releases of the type of technology
being used in the game, whether it's a simple set of cascaded finite state
machines, a min-max tree, or something else entirely. Knowing the Japanese
it may prove difficult to get more information, but I'll work on it.
Game: Formula One Grand Prix 2
Type: Racing
Publisher: Microprose
Developer: Virgin Interactive
Release: Available Now
Details:
According to PC Review, this racing game has artificially intelligent
race track rivals based on real drivers from the sport. Each driver has
a personality which determines their driving style. Cut off an aggressive
driver and you'll get side-swiped in revenge. The intention is to give the
game more of a feel for true racing strategy than can be obtained by using
the "generic" drivers found in other racing games.
Commentary:
What I like about this is the use of real Formula One driver personalities
to guide the game AI. I'd like to see more of this in other games. Imagine
building AI "templates" based on real-world tank drivers for a tank game,
pilots for an air-combat game, or squad leaders for a first-person tactical
combat game.
Game: FX Fighter
Type: Fighting
Publisher: Argonaut Software Limited
Developer: GTE
Release: Available Now
Details:
One of the first 3D fighting games available on the PC, FX
Fighter apparently makes use of a rules-based AI which "allows the
computer opponents to recognise patterns in your attacks". This would seem
to imply a learning process in which moves you are fond of are eventually
noted and countered from a database of counter-move available to a given
fighter.
Commentary:
That's about all I know about this one. The approach described would be
fairly straightforward to implement given the nature of these games. Seems
similar to the approach used in Virtua Fighter 2.
Game: Galactic Civilization
Type: Strategic Space
Publisher: Stardock Systems
Developer: Below Zero (now out of business)
Release: Available Now (PC-OS/2 only)
Details:
Okay, you know the drill. You start with one tiny planet in
the middle of the Vast Unknown. Expand, Explore, Exploit, and
Exterminate your way to Galactic Domination!
Galactic Civilization is regarded in the strategy gaming
circles as one of the best strategic space conquest games going, if not
the best. Developed exclusively for OS/2, GalCiv
makes use of OS/2's multi-process threading for the game AI.
Commentary:
I know very little about this game beyond what's listed above, as
I don't have OS/2 so I never really investigated it. The ability
to use multi-threading has got to be a boon, since the AI can continually
reevaluate its strategy in the background.
If anybody else can tell me more I'd love to hear it.
Game: Galapagos
Type: Adventure
Publisher: Anark
Developer: Anark
Release: Available Now
Web: http://www.anark.com
Details:
Galapagos uses a form of artificial
life called Non-Stationary Entropic Reduction Mapping (NERM). This technology,
a special form of feedback-based controller technology exclusive to Anark, is
embodied in
the game's protagonist. Mendel is a synthetic organism that adapts to his
environment without the player's intervention or assistance. He sees
radiation in several spectra, much like a bat, by emitting sound pulses and
measuring the strength of the returning signal. In order to progress through
the strange and exciting worlds found in Galapagos, you must activate objects
near Mendel, affecting his environment in various ways. Thus, you coax him to
solve the many puzzles that occlude his progress. Of course, Mendel is an
independent thinker and may have other ideas.
To quote from NEXT Generation:
"More than any other title ever previewed in NEXT Generation, the technologies pioneered in this title may significantly change the way we play games in the next several years." --NEXT Generation, p.116 Dec 95
Game: Half-Life
Type: First Person Shooter
Publisher: Sierra
Developer: Valve Software
Release: Available Now
Web: http://www.sierra.com
http://www.valvesoftware.com/hocopus/halflife.htm
http://www.planetquake.com/half-life
Details:
Promising to usher in a new era of realistic first-person gameplay,
Valve Software's Half-Life (HL) has been gathering kudos
since the first screen shots hit the Web. Yes, it looks gorgeous. Yes,
the polygon counts are enormous. Yes, the lighting effects are outstanding.
But we don't care about that here. We want to know how
smart it is. And the programmers at Valve were very careful
to promise "a whole new level" of NPC and monster AI unmatched in any
game of its genre:
Traditionally, game AI is a set of hard-coded if-then decisions for every possible situation that could confront a monster, such as, "If there is a bad guy in this room then shoot at him." Valve took another tack, designing a module-based AI system that provides practically infinite flexibility and monster growth potential. Below are just a few of the ways that AI decision modules work together to produce unprecedented monster intelligence. Monster behavior based on player's actions moment by moment: In Half-Life, monsters might advance only when it makes sense to. They assess how much health the player may have, where the player is heading, how many of their own kind are left in a room, and whether they have enough health themselves to fight. Such conditions and others dictate whether a monster will chase, attack, or retreat. While in other games monsters are basically suicide squads, in Half-Life monsters don't want to die. Half-Life makes use of both squad- and flocking behavior to give its monsters more lifelike responses. Adversaries can make a threat assessment, recruit others and then plan a coordinated attack against the player. A detailed "Flocking Behavior Model" realistically depicts the organic movement of animals such as birds and fish. Schedules of behavior tell the character what it should be doing. If, for example, you were picking off a baddie pretty good and it was two hits away from being killed, it would be in a "panicked" state. The schedule of behavior would be to take cover; the cool thing is that for every task (i.e. take cover) there are several different schedules available to achieve that goal. The upshot is that you won't have 10 baddies all do the same thing at the same time.Commentary:
Game: Heavy Gear
Type: Action-Combat
Publisher: Activision
Developer: Activision
Release: Available Now
Web: http://www.activision.com
Details:
Following up on Activision's Interstate '76
and MechWarrior 2, Heavy Gear (HG) is another
3D Mech-combat game. What makes it of unusual interest to the Game AI
community is its use of neural networks as
part of your Gears' (the name of the 'bot you drive) control mechanism.
According to an interview in the August, 1997 issue of Computer
Games Strategy Plus, game associate designer Dustin Browder reveals
that an individual Gear contains several "brains", each of which controls
some aspect of the 'Mech and which uses a small, specialized neural
network. These NNs obstensibly will learn as the game proceeds,
learning from the player's actions.
"They (the brains) learn as the game proceeds. Your Gear might
get faster, it might reload its weapons a little more quickly.
Whatever you use more often, whatever you teach it, it will
learn to enhance."
Browder goes on to describe how these Gears can learn other things,
such as better ways to avoid incoming missiles and various "victory"
gestures (such as flashing a "V" after defeating an opponent). There
are even some "negative" things they can learn (exactly what is left as
an exercise for the player). The player can move their AI brains from
on Gear to another as they upgrade equipment during the course of the
game.
Game: Interstate '76
Type: Action-Combat
Publisher: Activision
Developer: Activision
Release: Available Now
Web: http://www.activision.com
Details:
A 3D-action adventure combat game set in parallel '70s universe,
Interstate 76 was in part built using scripts to control
the enemy AI. AI programmer Karl Meissner was kind enough to provide
me with a wealth of information concerning the design decisions that
led to this implementation. I quote from these below, though you should
note that since the discussion was spread over several emails I've combined
them into one document so as to remove redundancy (and besides, I didn't
think anybody else wanted to read our discussion of 70s pop music).
Hi Steve, I was reading your web page and I noticed your collection of posts about extendible AI. Several people were speculating on using scripts. We found them to be very useful on Interstate 76. I wrote an AI language to control the cars and mission level behavior. The script specified high level behavior of the cars such as a attack, flee or race. This allowed the designers to make missions with a lot of variety in them. There are races, attacks on convoys, infiltrating bases and lots of other fun stuff. It also allowed us to build a wingman AI car - "Taurus" who helps you out in the early missions. The scripts were compiled to an op code language that was run on a virtual machine in the sim. The overhead of the virtual machine is probably less than 1/2% of the CPU time so it is efficient. The down side is that to get a complex mission, you need a complex script. This meant the designers spent a lot of the development time writing scripts. But it was worth it in the end because it made each mission unique and a challenge. It was about month to write the high level language and the op code language and build the VM interface in C. Another guy on my team wrote about 80% of the high level compiler. The scripts define each mission and these are all come predefined with the game. If Activision releases the compiler and documentation, players could make their own mission scripts. However, management did not want to do this. If Quake-C continues to be a success and there seems to be people who want the AI, we might release it. (I would like to see this happen. On the game CD there is a level editor, which allows people to lay out terrain for multiplayer maps, but not AI.) The language uses a C like grammar but is very different from normal function based programming. The language, which is dubbed FSM (Finite State Machine ), is a concise way of setting up a bunch of concurrent AI processes that communicate with each other. Each process is a finite state machine. Each state in a process makes an object in the game do some high level behavior. The process changes state based on the changing conditions in the game or what the other processes are doing. For example: a simple guard state1 sit(guard1){ if (the player comes near) goto state2 } state2 attack(guard1, player) { if (isDead(guard1)) stop } This works as follows: The guard sits there. When the player shows up, the guard attacks until dead. This state change can trigger other things like setting an alarm variable that the other processes respond to, thus summoning more AI guards, closing gates etc... The core part of the language specifies how to set up states, launch processes, and manage communication. The "if, goto, {..}" stuff. The second part of the language is game specific functions that are defined by a simple include file. This is "sit, attack, the player comes near, isDead", etc. This makes the language generic enough for any game. The sim still has to do all the work of attack(guard, player). The mission editor calls the FSM compiler, which is a separate program, to generate op code. The op code is then included with the mission for run time on the VM. In response to a question regarding how difficult it was to get the designers to use this tool: No, simplicity (as opposed to conciseness) is the inverse of generality and power. Each mission had to do very different things. As far as training goes, it depends on the trainee. Four of the designers had never programmed before. The hardest thing was to actually teach them what a variable is. I trained them for about two days and then answered a lot of questions and gave examples for about a month. Two programmers who also had to do some stuff with mission just need documentation and examples and picked it up in about a day. I would say the key is good examples. They did a lot of cut and paste, but then started to experiment. Experience helps a lot. It depends on your time constraints and the people involved. Originally, there was much more fine grain control over the attacks. As the deadline approached, this all got boiled down to the function, attack(me, him), and then the sim programmer (me) did all the work.
Game: The Chronicles of Jaruu Tenk
Type: Sim-life/Ant-farm/God Game
Publisher: Gee Whiz! Entertainment
Developer: Gee Whiz! Entertainment
Release: Available Now
Details:
The Chronicles of Jaruu Tenk (JT) uses A-Life technologies to
immerse the player in the virtual world of its hero, Jaruu Tenk. Described
as "part virtual pet and part Artificial Intelligence companion", Jaruu
is a Norn-like creature who lives on an island in the middle of the
ocean. You the player interact with Jaruu and his companions as they and
you explore their world.
The designers cite Activision's Little Computer People as one of
the inspirations for JT. They're particularly excited about the
realtime conversations the player can have with Jaruu and his companions; they
will remember previous discussions and build up their vocabulary over time,
modifying their behaviors based on what the player tells them.
Commentary:
Sort of a step above Petz but a notch below Creatures in
complexity, Jaruu Tenk seems aimed mostly at the younger crowd
(that's not a slam). The AI in the game really boils down to two
interesting bits of technology to judge from the writeup...the first
being the English language parser (named ALPS) and the
second being the behavioral A-Life aspects of the game. My best guess it
that, as with Petz, JT makes heavy use of cascaded fuzzy
state machines to provide behavior for its critters, tied in with a
modifiable conversational database to provide greater interaction and
"memory".
One topic of discussion at the 1998 CGDC
was the possibility of building "companion" AIs....non-player characters
that would assist the player in some fashion. This style of technology
is ideally suited to just such an application, and I expect we'll be
seeing more of this kind of thing in RPGs over the next few years.
Game: Mag-Ball
Type: Futuristic Sports
Publisher: GreyStone Technology, Inc.
Developer: GreyStone Technology, Inc.
Release: Unknown
Web: http://www.gstone.com
Details:
Mag-Ball is a futuristic 3D sports game modelled somewhat like a
technologically enhanced version of ice hockey.
Commentary:
Richard contacted me after seeing these pages and we began a very
interesting exchange concerning AI in games. Richard pointed me at
Pattie Mae's pages ,
upon which much of the AI in Mag-Ball is based.
GreyStone is making use of human behavioural modelling for the game, taking
the playstyles of actual ice hockey players and mapping them into the
computer players for Mag-Ball. This technique is essentially the
same as the behavioural cloning approaches used by Bullfrog in many of their
upcoming games.
By the way, GreyStone is a defense conversion company, so the parallels between
them and the work we're doing here at Lockheed-Martin are interesting to
me just from a personal point of view. More details as I have
them.
Game: Mindrover: The Europa Project
Type: Strategy/Action
Publisher: CogniToy
Developer: CogniToy
Release: Available Now
Details:
Mindrover is a realtime strategy/action
game with a difference--rather than depend on what the AI programmer who
made the game thinks is good combat behavior, the player can
"roll his own" AIs for his robotic units. In fact, the AI is just one of many
components that make up a unit in
Mindrover...the player must build his
robotic army from parts both bought and salvaged.
The game uses a powerful scripting language named ICE to make all
this as simple as possible. The player can control how various components
are wired together and build the AI for his units either through direct
file editing or through the program's fairly intuitive graphical user
interface. (Note that direct editing of ICE files isn't supported
just yet, but is coming in a future patch/release.) A series of tutorial
walks the user through the potentially confusing aspects of programming
and wiring together components in a slick fashion.
Of course none of this would be much fun if you couldn't pit your inventions
in mortal combat agaisnt those created by others, and CogniToy has gone out
of their way to make that fairly easy. There's a large support area on the
Cognitoy web site, where
users can trade files, swap information, download new components from
Cognitoy, and organize combat sessions. Several indepedent web sites have
sprung up around the Internet, and the company has been talking "sequel".
I've gone for a bit without mentioning that CogniToy also has an SDK of
sorts for Mindrover named TWiki.
It's pretty neat and has its own
support page
which answers all kinds of questions, and as with the robot pages has a big
fan base supporting it. Pretty neat, CogniToy.
Commentary:
Based on the number of emails I've received since this game came out, I'd
rate it as second only to The Sims as the current
favorite of AI tinkerers. The ability to build what amounts to your own
"virtual robots" and then program them for exploration and combat recalls the
kind of fun programmers had with the venerable
Omega.
Mindrover certainly does have a lot going
for it. The ICE interface is clean and easy to use, and it's a snap
both to build your robots and to trade them with others.
From an AI perspective Mindrover isn't
doing anything terribly sophisticated. The ICE interface is
essentially a fancy Finite State Machine
editor with some options for random decision making tossed in. The challenge
lies in learning what various components can do when wired to various
other components, and in designing your robot's FSM flexibly enough to
handle unexpected circumstances.
Still, the game is fun and a great way to fiddle with "roll your own"
AI concepts. A lot of other games could learn a lesson or two from
Mindrover. Hats off to CogniToy for
both their SDK and the openess of their AI in general.
Game: Minions
Type: Online Mutiplayer 3D Fighter and "Pet Simulator"
Publisher: HardCoded Games
Developer: HardCoded Games
Release: Not Announced
Details:
Minions is an upcoming online multiplayer
game with elements that might be familiar to anybody who played
Black and White. According to the web site,
players advance in the game by developing a team of "pets" (similar to the
main Creature in Black and White) and the pitting them in battle
against other player's pets. Key to the game is that your pets can grown and
learn over time. Each pet is unique because of
it receives personalized training from it's owner.
Commentary:
That's about all I know, actually. There haven't been any announcements on
when this game is coming out that I know of. Of interest is that one of the
HardCoded Game folks did recently do a chapter for the upcoming
Game Programming Gems 3 on machine
learning that was quite interesting.
More when I know it. Could be kinda fun, especially for those who were
big fans of
Black and White.
Game: Mission: Impossible
Type: Adventure
Publisher: Ocean
Developer: Ocean
Release: Available Now
Details:
Aimed at the Nintendo-64 marketplace,
Mission: Impossible
promised to include a "...new AI language to produce social interaction
in a way gamers haven't seen before...". Every NPC in the game would have their
own motives and agendas which would (it was said)provide a highly
realistic adventure.
Commentary:
Didn't happen. Given the AI's promised design being
somewhat similar in concept to ideas discussed in the
Extensible Game AI thread, I had decided to
go ahead and add it (on a provisional basis) to this page. As it turns out,
it didn't really deliver what was promised, showing no particularly interesting
AI on the part of the NPCs and nothing different from, say,
GoldenEye.
Game: Myth
Type: Realtime Tactical
Publisher: Bungie Software
Developer: Bungie Software
Release: Available Now
Web: http://www.bungie.com/
Details:
Another entry in the
Command & Conquer/Warcraft II genre
of games, Myth takes a look at
realtime tactical combat rather than realtime strategic. What makes it
interesting from an AI point of view was the intent (didn't
happen, but might with a patch) to add an extensible AI capability.
According to an interview in the March, 1997 issue of
Computer Games Strategy Plus, the game was to sported
a Java-like scripting language that would let the user write
their own AI for their characters/armies. These scripts would
have been written ahead of time by the player, then loaded into the game
at startup.
An example cited was that of an Archer unit, which might normally split
its fire across enemy units as they charge your armies. With a script,
however, you would have been able to modify their behavior so that they
might instead focus their fire on Dwarves. Great flexibility was promised
in the scripts, outlining everything from ambush tactics to flanking maneuvers.
Bungie also planned to provide a web page upon which players of the game ould
exchanges scripts that they've written--a great idea long overdue.
Commentary:
Unfortunately, Bungie was unable to put the scriptable, extensible AI
capability into the game (and they apparently had trouble getting their pathfinding right as well). From various posts and tidbits scattered about the Net,
I understand that the AI developer quit midway through the project, putting
a definite cramp on Bungie's plans. As of this writing Bungie hasn't said
much about the deleted features, though there are rumors they will resurface
in a patch in early '98.
Extensible and modifiable AI scripts are an idea which I'm terribly glad to
see somebody putting into actual practice. Several of
us on the comp.ai.games newsgroup touched
on this very approach a few months ago in the
Extensible Game AI thread; scripting
was one of the methods we kicked around at some length. It's a pity Bungie
had to drop the idea, and I hope they're able to resurrect it in a patch
later.
Game: Nooks and Crannies
Type: Realtime Strategy
Publisher: TBA
Developer: And Now
Release: Available Now
Details:
An odd cross between Command and Conquer and
Creatures, Nooks and Crannies (N&C) builds
on genetic-based artificial life technology to provide an interesting
game.
In the game, players must 'breed' lifeforms they find on a desolate planet
(one species are the 'Nooks'; the others are the 'Crannies') into better
war machines. Each individual creature has a strand of DNA that controls
nearly every characteristic of the animal, from its extenal appearance to
the way it reacts to stress. Each creature reproduces by splitting itself
when it has enough food, but this split introduces some random mutations
to the creature's DNA. By carefully selecting which creatures survive,
the player can shape their evolution and tailor them to the needs of
the war effort.
As the preview article in the July, 1998 issue of Next Generation
magazine points out, there's tremendous potential here for both A-Life
enthusiasts and wargamers. You can play the game Creatures-style,
taking care of your critters and just generally helping them to evolve,
or you can focus on the gaming aspects to breed all kinds of specialized
organic killing machines. There will also be multiplayer options, which
opens up possibilities for trading of particularly interesting DNA strands
over the Internet.
Commentary:
As a big proponent of A-Life technologies, as well as a fan of the
advancements made in the field by games such as Creatures, I
find this upcoming game particularly fascinating. If the developers
of N&C can deliver Creatures-class A-Life in a
C&C style environment, they'll have advanced the state of the
art another notch.
I'll definitely be watching this one with great curiosity.
Game: Petz (Dogz, Catz, Oddballz)
Type: Sim-life/Ant-farm/God Game
Publisher: PF.Magic
Developer: PF.Magic
Release: Available Now
Details:
The Virtual Petz products are games in the vein of
Creatures in that they're as
much "electronic pets" as they are games. The Petz line
covers a variety of critters, including Catz, Dogz,
and Oddballsz (you need to see them to understand).
What's interesting about the Petz products is,
like Creatures, it attempts to provide very realistic
behavior from its electronic animals. They do this using a variety of
techniques and an adaptive AI (presumably some form of self-modifying
fuzzy state machines) that reacts to the user's actions...how much he
plays with one pet vs. another, how he punishes an animal, etc. Apparently
you can drive your pets quite insane if you really want to.
Developer
Andrew Stern,
self-professed fan of these pages and the behavior/AI designer at PF.Magic
behind much of the Petz AI, recently provided me with the following information
about Petz. He discusses some of the new features in their
latest games, DogzII and CatzII, and the types
of behavioral AI that he implementated for these games:
The biggest new feature is full-on 3D multiple character interaction. Dogz and catz can now play with each other, play with toys together, wrestle each other, chase, carry each other, tug-of-war, follow-the-leader, groom each other, etc. Petz can now form dramatic relationships with each other (e.g., enemies, buddies, parent-child nurturing, etc.) which develop over time as the pets age, influenced by how the user interacts and trains them. Specifically users can give positive and negative reinforcement to any behavior in the system, allowing users to not just train petz to do tricks but to train them to like or dislike certain toys, to stop rubbing their butt on the ground, to start behaving nicely with one another, etc. The Petz have a simple adaptive AI which pays attention to how much the user likes or dislikes other petz, activities and toys, and modifies its weights and attitudes towards them appropriately. They also remember their history of interaction with the user and can express varying stages of neglected feelings, up to the point where they may "runaway", our equivalent of death. Do these projects matter to the traditional gaming AI community? I feel it should, and if it doesn't now, it will. Once computer opponents begin expressing more lifelikeness, feeling and emotion (which should greatly enhance the gaming experience), there will be no turning back. All of the techniques we are using will need to be used. But what I think is interesting, and what we've been talking about at conferences, is not the details of the AI itself, but how we are striving to create an illusion of life, of which AI is a major component. We concentrate equally on intelligence, personality, interactivity, and reactiveness. In fact we would argue that a broader definition of "intelligence" really means "the illusion of life". At least that's the way the term AI is often used by people, or what it implies -- they really mean "alive" or "lifelike".
Game: Platoon Leader
Type: Turn-based Tactical
Publisher: Unknown
Developer: Brainstorm Entertainment
Release: Unknown
Details:
Briefly mentioned in a recent issue of Computer Gaming World,
Platoon Leader promises to
provide small unit WW-II tactical conflict similar in many respects to
Close Combat. In addition to the standard
psychological-level AI modelling that has become rather standard for
any WW-II tactical level game (thank Avalon Hill's Squad Leader
for that--I used to play that game a lot), it will also offer an
AI using a
Commentary:
The article in CGW really didn't offer any more detail
on the game, and (so far as I know) it doesn't have a publisher yet, so
I don't know any more beyond the simple claim above. Fuzzy logic AIs
have not been much used in games to date, however
(leaving aside the debate over whether 'fuzzy state machines' are really
fuzzy logic or not), which makes PL rather
interesting from an AI point of view. Only
BC3K and Close Combat
have offered similar AIs, with somewhat
mixed results to date. I do think that a fuzzy logic AI might make a
lot of sense for psychological profiling and action/reaction situations.
More on this as I know it.
Game: Return Fire II
Type: Action Strategy (?)
Publisher: MGM Interactive
Developer: Prolific Publishing, Inc.
Release: Available Now
Web: http://www.returnfire2.com/
Details:
Return Fire 2 (RF2) is the followup to a fairly popular action
shooter game released in 1996. The new game is promising larger maps,
more vehicles, and a true 3D engine.
What makes this game interesting from an AI point of view is that it
claims to use genetic algorithms for the
game AI. According to a preview article in the July, 1998 issue of
Next Generation magazine, the AI "...was designed by analyzing
thousands of games, so enemies are finally capable of developing
strategies worthy of human opponents."
Commentary:
That's really all I know so far. There's no information of any kind
about the AI (or much of the game itself, actually) on the web site, nor
have I heard much of interest from players. I'll keep an eye on it and
see what comes out. It's interesting to see another game claiming to use
genetic algorithms, though I wonder if they're truly being used within the
game engine proper or as a "tuning" device through which a stronger, though
static, AI opponent can be "evolved". If the former, I'm very impressed; if
the latter, I'm still impressed, though it's not the only game coming out
that makes use of GAs for tuning purposes.
Game: Roboforge
Type: Action
Publisher: Liquid Edge Games
Developer: Liquid Edge Games
Release: Available Now
Web: http://www.roboforge.net/
Details:
Roboforge (RF) is an interesting game that's part shoot'em up,
part action extravaganza, and part AI programming exercise. Roboforge
lets you construct giant robots, train them to think and fight, and them
pit them against each other in massive tourneys. You can actually even win
money and prizes...who says you'll never amount to anything playing games?
Your robots are built using a variety of components. Many ship with the
game, together with a variety of textures (or "skins") to further customize
your warriors. A 3D interface makes assembling the components into a robot
pretty easy, and the only limitations are your imagination and the limits,
if any, of the tournament you want to enter.
AI comes in when you move to train your robot. There's an "AI
Wizard" of sorts that can help you build your AI or select from some
existing approaches, but you can customize anything it comes up with
yourself. You can also download AIs from a variety of web sites if you've
found one from somebody else that you like better. The robot can process
any information it receives from its sensors (one of the components mentioned
above) and then make decisions bout what to do. The AI is generally
rules-based; i.e., "If my opponent is in front of me and within 3 meters,
throw a punch". You can of course test your robot and its AI before you
send it away to actual combat.
Once in combat you can either play for fun, or for prizes. The
Roboforge folks sponsor regular tourneys
and the like (rather like a sports circuit) and there's always something
new to try. The big tourneys have a variety of prizes and, if you make it
all the way to the top, a $10K prize. Not bad, all things considered.
Commentary:
The whole approach is more rules-based than anything else, but that doesn't
lessen the impact of the game itself. Running regular tournaments and handing
out substantial prizes has attracted quite a largish following, and there
are a variety of web pages dedicated to the game, playing it smarter,
descriptions of robotic construction and AI, etc. The AI is specialized
for fighting games, making it somewhat more restrictive than some others, but
the basic approach is useful and the whole package is a great way to learn
more about rules-based AIs in general.
Nothing hugely ground-breaking, but very good to see it all put together in
a slick package like this. Well worth looking at (and visiting the link
above).
Game: 7th Legion
Type: Realtime Strategy
Publisher: Epic Megagames
Developer: Epic Megagames
Release: Available Now
Details:
7th Legion looked like it would be a one of the first
realtime strategy games to implement a realtime learning neural network (NN).
In early press Epic was making the following claims:
"This means that rather than use a pre-determined set of choices in reaction to what a player might do, it will watch what the player does, and learn from past actions."They went on to claim that gamers will see no difference between playing in multi-player mode vs. the computer and playing in multi-player mode vs. other humans....strong claims indeed.
The AI in 7th legion, works on a weighting system. There are certain "jobs" that units can do, and what they are doing at any one stage depends on whats going on elsewhere in the game. The AI will create base defenses to protect vital areas, set up guard points around the map at areas of conflict and potential infiltration and reinforce those areas. It will look for safe ways into your base and exploit them. Of course, support of other units/buildings under attack is done. The AI will measure up what units to send to the aid of an ally based on strength, current powerups etc and whether that unit is "worth" saving or can be saved in the time it will take support to help it etc. Other smaller things like picking up powerup crates as the AI moves around are also supported. One thing that really makes the AI seem "smart" is the playing of the cards in the game. 7th legion has magic which can be used to kill the enemy, or help you out. The AI weighs up conflicts, dangers etc and plays cards appropriately. Its looks cool, when you see a few soldiers coming toward your hordes, only to have the computer play BATTLE PSYCHOSIS on its units, and run into the fray, taking out all your troops. :-)A sequel of 7th Legion is planned, as are patches to the original program to beef up the AI and improve its pathfinding. Aaron hopes to be able to use the realtime learning NN in the follow-on.
Game: Seaman
Type: A-Life Simulator
Publisher: Sega
Developer: Sega
Release: Available Now (on Dreamcast)
Details:
A strange game if there ever was one, Seaman is a Sega entry
in the A-Life field...and it's an odd one.
More of a pet simulator of sorts than a "game" per se (even more so than
Creatures or
Petz), Seaman
gives the user the opportunity to raise, train, and even talk to a strange
race of half-fish, half-man creatures called...well, Seamen.
The main point of this game is to raise