Posted By: Ferretman
Posted On: May 9th 2003 04:33:53 PM Views: 166
| Subject: So, What Else is AI?
This topic is really curious for me since I'd always assumed, from my
arcade game days on, that collison detection was in fact part of the
game AI (that's how I voted). It just seemed to fit there better than
anything else, since it was mostly my AIs that worried about running
into things.
When I brought this up at the GDC it was interesting to hear the
reponses. A lot folks also felt that collision detection was part of the
AI, but a fair number cited Line-of-Sight checks as well.
So...this poll.
Right now there are no "other" answers...surely something else
is considered AI by somebody....?
Ferretman
|
Posted By: Mike Ducker
Posted On: May 12th 2003 06:22:47 AM Views: 157
| Subject: RE: So, What Else is AI?
I would potentially place under the banner of AI any functionality that
is necessary to present the illusion of intelligence in a game.
Obviously, much functionality that could be said to add to that illusion
overlaps with other disciplines and deciding where to draw the line ends
up defining the, often arbitrary, boundaries.
For instance, collision detection prior to the actual occurrence of the
collision (i.e. seeing that the collision is about to happen) then
choosing a course of action could all be defined as AI. Detecting that a
collision has just happened and resolving its effects could all be
defined as physics. Of course you might want to write one system that
could do both of those types of collision detection, but the
functionality and area of implementation end up dictating the taxonomy
of the system.
So, based on that definition of AI, what else could be AI? IK systems
can certainly be written and used in such a way as to be described as
AI. You can write it in a physics fashion, dictating completely ahead of
time how an arm will move from start to end point to achieve placement
of the hand onto a cup or you could write it in an iterative way, making
small adjustments during the entire process, much as we do when
executing the same functionality in real life. I would say that one
solution is more AI than the other although my original statement
suggests that it is functionality and not method that matters.
So AI is perhaps defined by both functionality and approach. There is
core functionality in a game that is only ever defined as AI, there is
core functionality in a game that is never defined as AI and there is a
huge grey area that could be defined as AI depending on your
perspective, functional use and approach to the problem.
Glad to have not answered your question :-)
Mike
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Posted By: Ferretman
Posted On: May 14th 2003 05:52:29 PM Views: 138
| Subject: RE: So, What Else is AI?
Heh...it's a hard question, really, and I was only able to put a few
of the most offered answers on the poll. If I'd put down every
possibility I'd never have gotten them all!
Your definition isn't a bad one by any means. Some at the roundtables
said the same kinds of things, that if it helped make the opponents look
smart it was AI. Others took the more restricted approach I do mention
on the poll; if it wasn't "thinking" it wasn't "AI".
Ferretman
|
Posted By: Mike Ducker
Posted On: May 22nd 2003 06:00:27 AM Views: 114
| Subject: RE: So, What Else is AI?
I'm definately in the school that believes that abstracting intelligence
away from embodiement and situatedness is an abstraction too far. We are
meaningless without our environment as is our intelligence. So to say
that thinking is intelligent without including a complete sensorimotor
loop into the equation is against what I believe.
Sure some thoughts are abstract but they are grounded in the
intelligence of enaction.
I'd go as far to say that the study of passive dynamics is an artificial
intelligence discipline (see movies here
http://tam.cornell.edu/~ruina/hplab/pdw.html). |
Posted By: InnocuousFox
Posted On: May 23rd 2003 07:36:41 PM Views: 102
| Subject: RE: So, What Else is AI?
Collision detection is physics, not AI. You can have a game with no
autonomous agents and still need collision detection.
Same thing goes for LOS checks. Those are merely another form of
physics... i.e. can a ray of light pass unobstructed through this
corridor of space?
The bottom line is, it doesn't matter what we call it except for such
trivialities as whether it belongs in an AI book or not. |
Posted By: Ferretman
Posted On: May 23rd 2003 11:02:46 PM Views: 100
| Subject: RE: So, What Else is AI?
IFox raises some good points but I think I
disagree in general.
LOS at the very least can be "AI", since it's part of the decision
making process--"Can I see that thing over there?" or "Will they be able
to see me if I move here?".
I've worked on games where Collision Detection was indeed part of the
AI, and other games where it wasn't. I personally tend to lean towards
the "it's physics" line there, though I can think of exceptions.
Ferretman
|
Posted By: InnocuousFox
Posted On: May 24th 2003 05:29:12 AM Views: 98
| Subject: RE: So, What Else is AI?
In your example, LOS is a tool used by the AI in the decision making
process. By itself, it is not a decision making process... it is a
determination of fact. It's very much like the health or ammo stats are
not AI - however, an AI can reference these "facts" in order to help it
make decisions. |
Posted By: Mike Ducker
Posted On: May 27th 2003 02:22:26 AM Views: 83
| Subject: RE: So, What Else is AI?
I would agree with IFox in general that LOS and CD are both non-AI
functionality. However, you could certainly have an AI system that
decided whether an upcoming object was likely to collide with you and
when and then use that prediction to decide how to act. You could also
have an AI system that searched for places where other people's LOSs
would allow them to pass unnoticed and then use that prediction to
decide how to act. So any system that gives you an answer as to how the
current state is, is generally physics, any system that gives you an
answer as to how the future state will be, _could_ be termed as AI. They
both may, however, use the same systems to determine the answers. So who
does the coding?
Mike |
Posted By: InnocuousFox
Posted On: May 27th 2003 06:17:34 AM Views: 81
| Subject: RE: So, What Else is AI?
AI coders, obviously. We are the only ones that matter! |
Posted By: Mike Ducker
Posted On: May 27th 2003 06:23:23 AM Views: 79
| Subject: RE: So, What Else is AI?
10/10 for observation ;-) |
Posted By: Ferretman
Posted On: May 27th 2003 09:56:51 PM Views: 73
| Subject: RE: So, What Else is AI?
In your example, LOS is a tool used by the AI in the decision making
process. By itself, it is not a decision making process... it is a
determination of fact.
That seems like a bit of an arbitrary distinction though, isn't it? If
I look around an area and figure out the shortest path the intelligence
is implicit in the act--A* presumes you wish to find "the
shortest path". All of the various add-ons and tweaks to it to find "the
shortest safe path" or "the longest path with nobody seeing me" are just
variations..there's an implicit intelligence in the act itself.
Or at least that's what many told me at the roundtables....and why I
put up the question!
It's very much like the health or ammo stats are not AI - however, an
AI can reference these "facts" in order to help it make
decisions.
A good point, a good point.
Ferretman
|
Posted By: Ferretman
Posted On: May 27th 2003 10:00:41 PM Views: 72
| Subject: RE: So, What Else is AI?
However, you could certainly have an AI system that decided whether
an upcoming object was likely to collide with you and when and then use
that prediction to decide how to act.
Yes indeed...exactly! How does one separate the tools that one uses to
make one's decision from the decision-making process itself?
I further suspect that most players will judge the AI and what "is or
is not AI" based on its behaviors. Looking around to find a safe path
through a minefield, for example, is clearly something most people would
call "AI"....even if it is just pathfinding...
Ferretman
|
Posted By: TheMan
Posted On: May 30th 2003 06:46:01 PM Views: 60
| Subject: RE: So, What Else is AI?
Well I orginally said no, but I have come to rethink my actions. I
believe if scripting can be listed as AI (AI GP wisdom) collision
detection should be as well. |
Posted By: InnocuousFox
Posted On: May 30th 2003 06:53:37 PM Views: 58
| Subject: RE: So, What Else is AI?
So a grid system is AI.
So X,Y coordiates are AI.
So vector math is AI.
So delta checking is AI.
Where do you draw the line? |
Posted By: TheMan
Posted On: May 30th 2003 07:42:06 PM Views: 56
| Subject: RE: RE: So, What Else is AI?
At story writing and game design. :p |
Clearly what is and is not AI is very much up for debate. The numbers were
far more even than I would have thought they'd be, with not even 1/5 of
the respondents sticking to the "only thinking is AI" position. Amazing.