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Towards Conscious-like
  Behavior in Computer Game
          Characters
     RaĂșl Arrabales, Agapito Ledezma and Araceli Sanchis
                      g p

                    Computer Science Department
                    Carlos III University of Madrid
                  http://Conscious-Robots.com/Raul
                  htt //C      i    R b t       /R l


IEEE Symposium on Computational Intelligence and Games 2009
         Politecnico di Milano, Milano, 9th September 2009
Contents
Introduction
Motivation and Objectives
State of the Art
Consciousness and Games
Experimental Environment
Proposed Architecture
Evaluation
Conclusions
           www.Conscious-Robots.com   2
Introduction (I)
 Objective:
   Design more appealing synthetic characters.
          mo e           s nthetic cha acte s
   More engaging, more real.
   Human-like (Conscious-like behaviors).
   H      lik (C    i    lik b h i )


 Problem:
   Many cognitive s s involved.
    a y cog t e skills    o ed
   How to integrate them effectively?

            www.Conscious-Robots.com             3
Introduction (II)
 Character design challenges:
   Emotions, planning, learning, opponent
   E ti       l    i    l    i             t
   modeling, attention, set shifting, etc.
   How can they be integrated effectively?


 Our hypothesis:
   Use a cognitive architecture based on a
   model of consciousness.
           www.Conscious-Robots.com            4
Motivation and Objectives
 Ultimate goal:
   Characters
   Cha acte s able to pass the (adapted) Turing test.
                                         T ing test


 Why?
   State of the art video games
                          g
     Complex virtual environments.
     Elaborated scripts.
     Require more realistic behaviors.


            www.Conscious-Robots.com                    5
State of the art
 Current AI characters cannot match human-
 like behavior
      behavior.
   E.g. see last year 2K Botprize contest results.


 Usually, playing with other humans is
 more realistic and engaging that playing
 with AI bots.
   Apply Machine Consciousness to games to
   improve believability?
            www.Conscious-Robots.com                 6
Consciousness and Games (I)
 Embodiment and situatedness are claimed to be
 critical for the production of consciousness.
                  p


 We argue that consciousness based software
                consciousness-based
 agents can also be embodied and situated.
   Software sensors and actuators
                          actuators.
   Causal interaction with the world.
      Virtual World (virtually situated).
      Real World (interaction with human players).



              www.Conscious-Robots.com               7
Consciousness and Games (II)
 Games versus Physical Robots
   Robots possess physical body.
                             body
   Robots interact directly with physical world.
   Robots have to deal with noise and uncertainty.
                                        uncertainty


 These aspect can b seen as benefits or
 Th         t     be        b   fit
 drawbacks
   Games are ideal for focusing on h h l
              d lf f               high-level control.
                                            l       l


            www.Conscious-Robots.com                  8
Experimental Environment
 FPS: Unreal Tournament 2004
Bot                      Behavior Controller


                                               Basic Behaviors
                                               B i B h i
       Sensory Data
        Processing                        Movement  Animation
                                           Module    Module
      Sensory         Body
       Inputs         State                    Atomic Actions


                          Virtual World


                      www.Conscious-Robots.com                   9
Proposed Architecture (I)
Context: Machine Consciousness Research.
    Specifically: Design of machines showing conscious-like
     p         y      g                    g
    behavior.

Access Consciousness (A C
A      C     i          A-Consciousness) Approach:
                                  i           A       h
    Only a small selection of contents gain access to a unique
    sequential thread for explicit processing and volition.
      q                     p      p        g

Computational model based on:
   Global Workspace Theory (Baars, 1988).
   Multiple Draft Model (Dennett, 1991).


                  www.Conscious-Robots.com
Proposed Architecture (II)
Computational model of consciousness:
  Large number of specialized processors.
  L        b    f     i li d

  Competing and collaborating to access a
  g
  global workspace (working memory).
              p    (      g        y)

  Where coherent information patterns are
  selected.

           www.Conscious-Robots.com
Proposed Architecture (III)
                          Contexts




                                Working Memory

                         Focus of 
                         Attention


   Specialized
   Processors
                                             Interim 
                                            Coalition


                 www.Conscious-Robots.com
Proposed Architecture (IV)
CERA-CRANIUM Architecture
  Implements the computational model of A-
                                        A
  Consciousness.

  CERA is a layered control architecture.
  CRANIUM is a runtime component for the
  management of specialized processors.
      g            p          p


           www.Conscious-Robots.com
Proposed Architecture (V)
CERA-CRANIUM Perception Flow

                                    Agent’s 
           CERA                                 World
                                     Body
                                     B d

   Physical Layer         Sensor 
                                     Sensors
                                     S           Accessible
  Mission‐specific       Services               environment
                          Motor                  Reachable 
    Core Layer                      Actuators   environment
                         Services




                     www.Conscious-Robots.com
Proposed Architecture (VI)
CRANIUM Workspace (at CERA Physical layer)

                      CRANIUM 
      Single 
      Single          Workspace            Complex 
                                           Complex
     Percepts                              Percepts



                                       Percept 
                         
           Aggregators




                www.Conscious-Robots.com
Proposed Architecture (VII)
CRANIUM Workspace Modulation

                                       Modulation Commands


                                                               Core 
            Workspace                  Workspace               Layer
 Single                     Complex                 Mission 
Percepts                    Percepts                Percepts
               
                         

           Physical Layer        Mission‐Specific Layer



                        www.Conscious-Robots.com
Proposed Architecture (VIII)
CRANIUM Workspace Modulation

                                  UT2004 Server
        CERA
    UT2004 Viewer
    UT2004 Viewer           GameBots 
                              2004


       CERA‐CRANIUM
       CERA CRANIUM                           UT2004 Client
                                              UT2004 Client
     CCR / DSS      Translated               (Human player)
      Runtime       Pogamut 2
                                       UT2004 Client
                                       UT2004 Client
       .NET Framework
                                        (Spectator)



                  www.Conscious-Robots.com
Proposed Architecture (IX)
CERA-CRANIUM instantiation for UT2004

  CERA sensory-motor services layer.
  CERA physical layer specialized processors.
  CERA mission-specific layer specialized
                 p        y    p
  processors.
  CERA core layer goals and model state
                                    state.


           www.Conscious-Robots.com
Proposed Architecture (X)
Example of percepts for UT2004

  SP(Being Damaged) +
  SP(S E
     See Enemy) +
  CP(Enemy Approaching) =
                  MP(EEnemy Att ki )
                            Attacking




           www.Conscious-Robots.com
Evaluation (I)
Assessing believability is not straighforward.
   Subjective process
              process.
   Depends on opponents behavior.
   Game score is not significant.
                                                AVERAGE
                      PLAYER
                                                 SCORE

     Rule-Based System Bot                          19.2
     Q-Learning Bot                                  5.2
     Q-Learning and Expert Systems Hybrid Bot       11.3
     CERA-CRANIUM
     CERA CRANIUM Bot                               18.3
                                                    18 3

                  www.Conscious-Robots.com
Conclusions
The application of consciousness-inspired
cognitive architectures is promising
                           promising.

We
W need to incorporate learning algorithms
       d     i          l   i   l ih
and long term (episodic and semantic)
memory t th model.
         to the   d l

Improve ToM (opponent/friend modeling).

            www.Conscious-Robots.com
Thank you




     www.Conscious-Robots.com   22

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Towards Conscious-like Behavior in Computer Game Characters

  • 1. Towards Conscious-like Behavior in Computer Game Characters RaĂșl Arrabales, Agapito Ledezma and Araceli Sanchis g p Computer Science Department Carlos III University of Madrid http://Conscious-Robots.com/Raul htt //C i R b t /R l IEEE Symposium on Computational Intelligence and Games 2009 Politecnico di Milano, Milano, 9th September 2009
  • 2. Contents Introduction Motivation and Objectives State of the Art Consciousness and Games Experimental Environment Proposed Architecture Evaluation Conclusions www.Conscious-Robots.com 2
  • 3. Introduction (I) Objective: Design more appealing synthetic characters. mo e s nthetic cha acte s More engaging, more real. Human-like (Conscious-like behaviors). H lik (C i lik b h i ) Problem: Many cognitive s s involved. a y cog t e skills o ed How to integrate them effectively? www.Conscious-Robots.com 3
  • 4. Introduction (II) Character design challenges: Emotions, planning, learning, opponent E ti l i l i t modeling, attention, set shifting, etc. How can they be integrated effectively? Our hypothesis: Use a cognitive architecture based on a model of consciousness. www.Conscious-Robots.com 4
  • 5. Motivation and Objectives Ultimate goal: Characters Cha acte s able to pass the (adapted) Turing test. T ing test Why? State of the art video games g Complex virtual environments. Elaborated scripts. Require more realistic behaviors. www.Conscious-Robots.com 5
  • 6. State of the art Current AI characters cannot match human- like behavior behavior. E.g. see last year 2K Botprize contest results. Usually, playing with other humans is more realistic and engaging that playing with AI bots. Apply Machine Consciousness to games to improve believability? www.Conscious-Robots.com 6
  • 7. Consciousness and Games (I) Embodiment and situatedness are claimed to be critical for the production of consciousness. p We argue that consciousness based software consciousness-based agents can also be embodied and situated. Software sensors and actuators actuators. Causal interaction with the world. Virtual World (virtually situated). Real World (interaction with human players). www.Conscious-Robots.com 7
  • 8. Consciousness and Games (II) Games versus Physical Robots Robots possess physical body. body Robots interact directly with physical world. Robots have to deal with noise and uncertainty. uncertainty These aspect can b seen as benefits or Th t be b fit drawbacks Games are ideal for focusing on h h l d lf f high-level control. l l www.Conscious-Robots.com 8
  • 9. Experimental Environment FPS: Unreal Tournament 2004 Bot Behavior Controller Basic Behaviors B i B h i Sensory Data Processing Movement  Animation Module Module Sensory Body Inputs State Atomic Actions Virtual World www.Conscious-Robots.com 9
  • 10. Proposed Architecture (I) Context: Machine Consciousness Research. Specifically: Design of machines showing conscious-like p y g g behavior. Access Consciousness (A C A C i A-Consciousness) Approach: i A h Only a small selection of contents gain access to a unique sequential thread for explicit processing and volition. q p p g Computational model based on: Global Workspace Theory (Baars, 1988). Multiple Draft Model (Dennett, 1991). www.Conscious-Robots.com
  • 11. Proposed Architecture (II) Computational model of consciousness: Large number of specialized processors. L b f i li d Competing and collaborating to access a g global workspace (working memory). p ( g y) Where coherent information patterns are selected. www.Conscious-Robots.com
  • 12. Proposed Architecture (III) Contexts Working Memory Focus of  Attention Specialized Processors Interim  Coalition www.Conscious-Robots.com
  • 13. Proposed Architecture (IV) CERA-CRANIUM Architecture Implements the computational model of A- A Consciousness. CERA is a layered control architecture. CRANIUM is a runtime component for the management of specialized processors. g p p www.Conscious-Robots.com
  • 14. Proposed Architecture (V) CERA-CRANIUM Perception Flow Agent’s  CERA World Body B d Physical Layer Sensor  Sensors S Accessible Mission‐specific Services environment Motor  Reachable  Core Layer Actuators environment Services www.Conscious-Robots.com
  • 15. Proposed Architecture (VI) CRANIUM Workspace (at CERA Physical layer) CRANIUM  Single  Single Workspace Complex  Complex Percepts Percepts Percept  
 Aggregators www.Conscious-Robots.com
  • 16. Proposed Architecture (VII) CRANIUM Workspace Modulation Modulation Commands Core  Workspace Workspace Layer Single  Complex  Mission  Percepts Percepts Percepts 
 
 Physical Layer Mission‐Specific Layer www.Conscious-Robots.com
  • 17. Proposed Architecture (VIII) CRANIUM Workspace Modulation UT2004 Server CERA UT2004 Viewer UT2004 Viewer GameBots  2004 CERA‐CRANIUM CERA CRANIUM UT2004 Client UT2004 Client CCR / DSS  Translated  (Human player) Runtime Pogamut 2 UT2004 Client UT2004 Client .NET Framework (Spectator) www.Conscious-Robots.com
  • 18. Proposed Architecture (IX) CERA-CRANIUM instantiation for UT2004 CERA sensory-motor services layer. CERA physical layer specialized processors. CERA mission-specific layer specialized p y p processors. CERA core layer goals and model state state. www.Conscious-Robots.com
  • 19. Proposed Architecture (X) Example of percepts for UT2004 SP(Being Damaged) + SP(S E See Enemy) + CP(Enemy Approaching) = MP(EEnemy Att ki ) Attacking www.Conscious-Robots.com
  • 20. Evaluation (I) Assessing believability is not straighforward. Subjective process process. Depends on opponents behavior. Game score is not significant. AVERAGE PLAYER SCORE Rule-Based System Bot 19.2 Q-Learning Bot 5.2 Q-Learning and Expert Systems Hybrid Bot 11.3 CERA-CRANIUM CERA CRANIUM Bot 18.3 18 3 www.Conscious-Robots.com
  • 21. Conclusions The application of consciousness-inspired cognitive architectures is promising promising. We W need to incorporate learning algorithms d i l i l ih and long term (episodic and semantic) memory t th model. to the d l Improve ToM (opponent/friend modeling). www.Conscious-Robots.com
  • 22. Thank you www.Conscious-Robots.com 22