IT University of Copenhagen – February, 2012
Game Lecture by Jong-Hwan Kim entitled “Recent Progress and Development for Robots that can Think”.
Jong-Hwan Kim is a pioneer in the field of Ubiquitous Robotics and Soccer Robotics, nominated as the Father of Robot Football, (entitled by The Times on September 18, 1997). His research interests are in the areas of Evolutionary Multi-agent Robotic Systems. Kim received his B.S., M.S., and Ph.D. degrees in Electronics Engineering and Computer Science, from Seoul National University, Seoul, Korea, in 1981, 1983, and 1987, respectively. Since 1988, he has been with the Department of Electrical Engineering at the Korea Advanced Institute of Science and Technology (KAIST), where he is currently a Professor at the Robot Intelligence Technology (RIT)Lab.
AltDevConf, February 11th, 2012
Combining Reactive and Deliberative AI for NPC Control by Luke Dicken.
Luke Dicken is researching the interface between bottom-up approaches to AI such as reactive systems, and top-down approaches such as Hierarchical Task planning. He is using several computer games as simulated environments in which to conduct this research.
IGDA Boston – November 10, 2009
The November meeting of the Boston Post Mortem (IGDA Boston), featured a panel of AI experts talking about challenges in artificial intelligence. The panel worked on the AI for games such as Halo 2 and 3, BioShock, SWAT 4, F.E.A.R., and No One Lives Forever 2.
– John Abercrombie
John Abercrombie was the AI Lead on BIOSHOCK and SWAT 4 and is now the Lead Programmer on 2K Boston’s unannounced title. He has worked at Irrational Games / 2K Boston.
– Damián Isla
Damián Isla has been working on and writing about game technology for almost a decade. Recently, he helped found Moonshot Games, a studio dedicated to the creation of downloadable games with triple-A production values and technology. Before Moonshot, Damián was AI and Gameplay engineering lead at Bungie Studios, where he was responsible for the AI for the mega-hit first-person shooters Halo 2 and Halo 3.
An expert in the field of Artificial Intelligence for Games, Damián has spoken on games, AI and character technology at the International Joint Conference on Artificial Intelligence (IJCAI), at the AI and Interactive Digital Entertainment Conference (AIIDE), and at Siggraph, and is a frequent speaker at the Game Developers Conference (GDC).
– Jeff Orkin
Jeff Orkin is a PhD candidate in the Cognitive Machines Group at the MIT Media Lab. Jeff’s research focuses on Artificial Intelligence for characters that learn to communicate and collaborate by observing humans playing online multiplayer games.
Jeff is a Contributing Author and Section Editor of the AI Game Programming Wisdom book series, has presented at the Game Developer’s Conference, the AI and Interactive Digital Entertainment conference (AIIDE), and the Autonomous Agents and Multiagent Sytems (AAMAS) conference.
Prior to enrolling at the Media Lab, Jeff developed several generations of AI systems in the game industry. As a Senior Engineer at Monolith Productions, Jeff focused on goal-oriented autonomous character behavior and planning, while developing AI systems for the award winning titles No One Lives Forever 2 and F.E.A.R.
Google Tech Talks – April, 3 2008
Dr. Ashwin Ram is an Associate Professor and Director of the Cognitive Computing Lab in the College of Computing at Georgia Tech, an Associate Professor of Cognitive Science, and an Adjunct Professor in Psychology at Georgia Tech and in MathCS at Emory University. He received his PhD from Yale University in 1989, his MS from University of Illinois in 1984, and his BTech from IIT Delhi in 1982. He has published 2 books and over 100 scientific articles in international forums. He is a founder of Enkia Corporation which provides AI software for information assurance and decision support.
Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial games. Although games are typically associated with entertainment applications, there are many “serious” applications of gaming, including military, corporate, and advertising applications. There are also what the so called “humane” gaming applications—interactive tools for medical training, educational games, and games that reflect social consciousness or advocate for a cause. Game AI is the effort of taking computer games beyond scripted interactions, however complex, into the arena of truly interactive systems that are responsive, adaptive, and intelligent. Such systems learn about the player(s) during game play, adapt their own behaviors beyond the pre-programmed set provided by the game author, and interactively develop and provide a richer experience to the player(s).
In this brown bag, I will discuss a range of CBR approaches for Game AI. I will discuss differences and similarities between character-level AI (in embedded NPCs, for example) and game-level AI (in the drama manager or game director, for example). I will explain why the AI must reason at multiple levels, including reactive, tactical, strategic, rhetorical, and meta, and propose a CBR architecture that lets us design and coordinate real-time AIs operating asynchronously at all these levels. I will conclude with a brief discussion on the very idea of Game AI: is it feasible? realistic? and would we call it “intelligence” if we could implement all this stuff?
Google Tech Talk – August 26, 2010
Soren Johnson was the lead designer and AI programmer for Sid Meier’s Civilization IV. After working at Firaxis Games for seven years, Soren joined EA Maxis in 2007 to work on Spore as a lead designer/programmer. He is currently building web-based games with EA2D, such as the moddable strategystation.com and other unannounced projects. He also writes a design column for Game Developer Magazine and is on the GDC Advisory Board. His thoughts on game design can be found at http://www.designer-notes.com.
Artificial intelligence is crucial to any strategy game, providing a compelling opponent for solo play. While many of the challenges of AI development are technical, significant design challenges exist as well. Can the AI behave like a human? Should it? Should the game design be adjusted to accommodate the limitations of the AI? How do we make the AI fun? Should the AI cheat? If so, how much? Do we even want the AI to win? This session suggests some possible answers to these questions using the “Civilization” series as a case study. Ultimately, developers must choose between a “good” AI and a “fun” one, with an understanding of the trade-offs inherent when deciding between the two.
Download slides to this presentation here: http://www.designer-notes.com/PlayingToLoseGoogle.zip
CIG2010 – August 30, 2010
1) Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelbäck and Georgios N. Yannakakis. Multipleobjective Exploration of the StarCraft Map Space.
2) Adam M. Smith and Michael Mateas. Varations Forever: Flexibly Generating Rulesets from a Sculptable Design Space of Mini-Games.
3) Christoph Salge and Tobias Mahlmann. Relevant Information as a Formalisea Approach to Evaluate Game Mechanics.
4) Daniel Ashlock. Automatic Generation of Game Elements via Evolution.