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Artificial Intelligence In: Gaming
Artificial Intelligence In: Gaming
Artificial Intelligence In: Gaming
in Gaming 🎮
1 Introduction
2 Application of AI in Gaming
3 Purposed Methodology
4 Future Work
5 Conclusion
6 References
Introduction
AI has come a long way in recent years, and its impact on the
gaming industry has been significant. From virtual assistants and
chatbots to sophisticated in-game opponents, AI is transforming
the way we play and interact with games. From classic board
games to the latest virtual reality experiences. With AI, games
can be more immersive, challenging, and dynamic, and can
provide players with new opportunities for creativity and social
interaction.
Application of AI in Gaming
NPCs Pathfinding
These are characters in the Pathfinding involves getting
game who act intelligently as from one point to another.
if they were controlled by
human players.
Decision
Making Cheat Detection
Decision-making is all Analyze the patterns of
about the capability of a players movementes and
character to decide on its keys to detect if user is
next action. cheating or not.
What are NPCs?
NPC are characters within a computer game that are controlled by the computer, rather
than a player. It mainly used to imitate human like characteristics, enhance gameplay and
improve user experience. In most current games, opponents are pre-programmed NPCs;
however, AI is on the path to adding intelligence to these characters. This will make them
less predictable and more enjoyable to play against.
There are many types of NPCs in games, including:
● Quest givers: NPCs that provide the player with quests or missions to complete in order
to progress through the game.
● Merchants: NPCs that sell items or equipment to the player, often in exchange for in-
game currency.
● Enemies: NPCs that attack the player, often as part of combat encounters.
● Allies: NPCs that assist the player in combat or provide other types of support.
● Background characters: NPCs that populate the game world but have no direct
interaction with the player.
Purposed Methodolgy
Decision Making System
The Decision-making system is an essential component in any in-game AI. Such systems
provide NPCs with an ability to choose an option amongst possible ones and allows to
describe a behavior. NPCs can use the provided ability to find a particular object in a
game world or to make a decision about something.
During the game process the characters adapt to changes of the environment state by
receiving new behavior logic from the Temporal Roles. In addition, all the decisions
made by the characters are affected by an individual set of each agent Behavior
characteristics.
Decision Tree
Algorithm
The decision tree algorithm is a popular machine
learning algorithm used for classification and
regression problems. It builds a tree-like model of
decisions and their possible consequences. The tree is
constructed by recursively splitting the data into
smaller subsets based on the most significant variables
or features.
The idea behind alpha-beta pruning is that, at any point during the search, if we can determine
that a particular node will not affect the final outcome, we can stop evaluating the subtree
rooted at that node. This is done by using the alpha and beta values to keep track of the best
score that has been found so far for the maximizing and minimizing player, respectively. If we
encounter a node that is guaranteed to produce a worse score than the current best score, we
can stop evaluating the subtree rooted at that node, since it cannot affect the final outcome.
Algorithm
1. Start at the root node of the game tree.
2. Set alpha to negative infinity and beta to positive infinity.
3. Evaluate the current node.
4. If the current node is a leaf node, return the node's score.
5. If the current node is a maximizing node, set the current
best score to negative infinity.
6. If the current node is a minimizing node, set the current
best score to positive infinity.
7. For each child of the current node: a. Recursively evaluate
the child node using steps 2-7. b. If the child node's score
is better than the current best score (for maximizing
nodes) or worse than the current best score (for
minimizing nodes), update the current best score. c. If the
child node's score is better than the current alpha (for
maximizing nodes) or worse than the current beta (for
minimizing nodes), update alpha or beta accordingly. d. If
beta <= alpha, break out of the loop (i.e., prune the
remaining children).
8. Return the current best score.
Conclusion
The decision-making model presented in this paper provides a way to create complex
behavior rules for the game characters controlled by an artificial intelligence. With the help
of these rules, it becomes possible to generate a characters with a believable behavior that
meets modern requirements for a game artificial intelligence.
To achieve the believability, the model uses a combination of the Behavior roles and
Behavior Characteristics components. They allow characters to bring more individuality into
their decisions and adapt their behavior according to the state of a game environment. In turn,
generating unique sets of Behavior Characteristics solves the problem of creating a big
number of agents with a diverse and realistic behavior to inhabit huge game world
Future Work
To reach more believability of characters’ behavior the developed model
can be complemented by the machine learning methods to bring more
diversity into an agent behavior or to modify their decision-making cycle to
adapt to the changes in a game state or a player in-game progress. In
addition, the model may be coupled by the methods of procedural
generation to bring more effectiveness to the generation of characters’
personalities or to develop an approach to automatically inhabit game
settlements by agents with an artificial intelligence.