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Article Summary 3
Article Summary 3
Article Summary 3
Using Artificial Intelligence for Modeling of the Realistic Animal Behaviors in a Virtual Island
Abstract
With the new innovation of technology, video games have become a lot more realistic as
individual components and graphics can make the experience more realistic. However, most
games and simulations have static parts objects or characters are limited to only certain lines and
interactions. However, artificial intelligence is a new technique being used to make these areas
more realistic and add more dynamic gameplay and environments. Using a term known as fuzzy
tactics, individual components of the game take into consideration all other aspects of the game
including their preprogrammed nature. A group of engineers used this idea and tried to create
virtual island where the user can interact with nature. All lifeforms on the island, fauna and flora,
were given their own artificial intelligence algorithms and based on the user’s actions, all life
forms changed and acted accordingly. Future implications of this research can be used towards
seeing how the introduction of a foreign organism will affect certain environments and how
humans affect the entire system. Likewise, the idea of using a fuzzy artificial intelligence
algorithm can be used to mimic other scenarios such as a battlefield and can improve the
decision making of soldiers based on the realistic environment and decision-making of others.
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Using Unity as a 3D platform as a graphics interface, the engineers, Turan and Cetin,
created a virtual island with a variety of animals and plants. Once they were all given object
models to resemble the animal or plant they represented, the Turan and Cetin started to create the
artificial intelligence algorithm. The main technique they used to mimic wildlife is called fuzzy
logic method. Based on preexisting traits assigned to the animals and the immediate data
collected from around them, they make distinct moves which they would do in real life.
However, the technique is called fuzzy because it relies on probability and what the object has
learned through its existence. Therefore, they do not always do the most efficient move, but
rather the move they remember working with the algorithm influencing the decision they make.
They mainly created this algorithm for the animals as they interacted with each other more than
flora. As a result, animals were given a few basic traits: Behavior, how aggressive they are,
confidence, how well they trust their mental and physical abilities, and their health. Finally, the
Analysis
The fuzzy logic method used in the program could’ve taken one of three forms:
Triangular, trapezoid or gaussian. For the purposes of this project, they used a gaussian shape for
the initial attributes of confidence, behavior, and health, because these attributes tend to increase
or decrease in a more exponential fashion as one wrong occurrence such as a disease can have
Figure 1. The following image represents three shapes of a fuzzy logic algorithm. Programs can
be very true-and-false based like the graph A or have a lot of different attributes adding to the
of the animals. It shows the multiple possibilities of these attributes between different animals
For the actions which result from these attributes, they used overlapping triangle-shaped
probability graphs. Therefore, the animals can make a distinct decision that increases linearly
based on the attributes while allowing for there be overlapping decisions which leave it to the
program to randomly pick adding a sense of randomness seen in real life. Finally, those actions
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are influenced by external sensory data such as nearby animals to determine which action is
favored.
Figure 3. The following is what the engineers used to determine the moves of the animals. Based
on the confidence, behavior, and health of the animals, it gives them a set of actions which it has
a probability of doing.
Figure 4. The final output of the possible actions is represented with the following chart where
the y axis represents the probability that it does that certain action. Likewise, there are interlaced
areas which allow for the animal to make its own decisions adding to the realism of the virtual
island and how there’s a random probability to not do the desired action.
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Figure 5. The following is sensory data gathered from the environment which is used to
influence the decisions of the animals. In this case, it is a rabbit who has a certain area which it
declares as its safety bubble and will immediately change its actions once another entity enters
this area.
Based on the user and other animal’s interactions the fuzzy algorithm helps determine the most
realistic plan of action. Once the program was created, the environment was observed to see how
realistic the interactions between animals and how user interaction affects the entire
environment. As predicted, the virtual island functioned like those in the real world as rabbit ran
when presented danger, and how predators like wolves were able to communicate and hunt for
food. The realistic nature of the program leads to bigger implication of the project as it can be
applied to multiple fields such as medicine and improve the learning experience.
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References
Turan, E., & Cetin, G. (2019). Using Artificial Intelligence for Modeling of the Realistic Animal
https://www.sciencedirect.com/science/article/pii/S0920548919300935