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Game Playing in Artificial Intelligence CMT310 --- Mwendwa Kivuva 1014638 Catholic University of Eastern Africa March 2009 [email_address] www.transworldafrica.com
Areas of Interest ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
DEFINITION ,[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Definition cont … ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Why are games relevant to AI? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
State Space ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
The Illusion of Human Behaviour ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Chess: 23-Mar-2009 Artificial Intelligence - CMT310 Kasparov 5’10”  176 lbs  34 years 50 billion neurons 2 pos/sec Extensive Electrical/chemical Enormous Height Weight Age Computers Speed Knowledge Power Source Ego Deep Blue 6’ 5” 2,400 lbs 4 years 32 RISC processors  + 256 VLSI chess engines 200,000,000 pos/sec Primitive Electrical None 1997: Deep Blue wins by 3 wins, 1 loss, and 2 draws
Computer Games Types ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
More complicated games ,[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
The functionalism of game AI ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
History and overview ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310 Late 1990s  - To add intrigue, developers look again to AI
CONCEPTS Technologies / techniques used ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Techniques / Technologies used ,[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Game setup ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
How to Play a Game by Searching ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
The Minimax Rule 23-Mar-2009 Artificial Intelligence - CMT310 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Minimax Procedure 23-Mar-2009 Artificial Intelligence - CMT310 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
MinMax - Overview ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Minimax Algorithm 23-Mar-2009 Artificial Intelligence - CMT310 function  MINIMAX-DECISION( state )  returns  an action inputs:  state , current state in game v  MAX-VALUE( state ) return  the  action  in SUCCESSORS( state ) with value  v function  MIN-VALUE( state )  returns  a utility value if  TERMINAL-TEST( state )  then return  UTILITY( state ) v    ∞ for  a,s  in SUCCESSORS( state )  do v     MIN( v, MAX-VALUE(s)  ) return  v function  MAX-VALUE( state )  returns  a utility value if  TERMINAL-TEST( state )  then return  UTILITY( state ) v    -∞ for  a,s  in SUCCESSORS( state )  do v     MAX( v, MIN-VALUE(s)  ) return  v
Properties of minimax ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Alpha-Beta Pruning ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310 ,[object Object],[object Object],2 7 1 =2 >=2 <=1 ?
  Pruning Example 23-Mar-2009 Artificial Intelligence - CMT310    3 MAX MIN =3 3 12 8 2 X X    2 14    14 5    5 2 =2 =3
Alpha-Beta Pruning ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Alpha-Beta Algorithm 1 MAX Ply 23-Mar-2009 Artificial Intelligence - CMT310 function  ALPHA-BETA-SEARCH( state )  returns  an action inputs:  state , current state in game v  MAX-VALUE( state, -  ∞  , + ∞ ) return  the  action  in SUCCESSORS( state ) with value  v function  MAX-VALUE( state,   ,   )  returns  a utility value if  TERMINAL-TEST( state )  then return  UTILITY( state ) v    - ∞ for  a,s  in SUCCESSORS( state )  do v     MAX( v, MIN-VALUE( s ,    ,   )) if   v  ≥     then return   v       MAX(   , v ) return  v
Alpha-Beta Algorithm II MIN Ply 23-Mar-2009 Artificial Intelligence - CMT310 function  MIN-VALUE( state,    ,   )  returns  a utility value if  TERMINAL-TEST( state )  then return  UTILITY( state ) v    + ∞ for  a,s  in SUCCESSORS( state )  do v     MIN( v, MAX-VALUE( s ,    ,   )) if   v  ≤     then return   v       MIN(   , v ) return  v
α-β ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Minimax for nondeterministic games ,[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310 3
Deterministic games in practice ,[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
23-Mar-2009 Artificial Intelligence - CMT310 APPLICATIONS ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
23-Mar-2009 Artificial Intelligence - CMT310 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Applications
23-Mar-2009 Artificial Intelligence - CMT310 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Applications
23-Mar-2009 Artificial Intelligence - CMT310 To adapt hierarchical task-network planning techniques for use in BRIDGE GAME, ways for the planner to perform complex numeric calculations, plan for multiple agents, consult external information sources, and reason about uncertain information were developed. These same techniques are now proving useful in generating and evaluating manufacturing process plans Applications
Game AI Major Challenges ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
TRENDS of Game AI ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Changes in Games Development ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Changes in Gaming ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-20009 Artificial Intelligence - CMT310
Changes in Game Fidelity ,[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-20009 Artificial Intelligence - CMT310
Changing Game Players ,[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
The Industry Now ,[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
THE FUTURE OF GAME AI ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Future of AI games cont … ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Summary ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Philosophical Food for thought ,[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310
Bibliography ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],23-Mar-2009 Artificial Intelligence - CMT310

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Gameplaying in artificial intelligence

  • 1. Game Playing in Artificial Intelligence CMT310 --- Mwendwa Kivuva 1014638 Catholic University of Eastern Africa March 2009 [email_address] www.transworldafrica.com
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  • 5.
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  • 8. Chess: 23-Mar-2009 Artificial Intelligence - CMT310 Kasparov 5’10” 176 lbs 34 years 50 billion neurons 2 pos/sec Extensive Electrical/chemical Enormous Height Weight Age Computers Speed Knowledge Power Source Ego Deep Blue 6’ 5” 2,400 lbs 4 years 32 RISC processors + 256 VLSI chess engines 200,000,000 pos/sec Primitive Electrical None 1997: Deep Blue wins by 3 wins, 1 loss, and 2 draws
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  • 21. Minimax Algorithm 23-Mar-2009 Artificial Intelligence - CMT310 function MINIMAX-DECISION( state ) returns an action inputs: state , current state in game v  MAX-VALUE( state ) return the action in SUCCESSORS( state ) with value v function MIN-VALUE( state ) returns a utility value if TERMINAL-TEST( state ) then return UTILITY( state ) v  ∞ for a,s in SUCCESSORS( state ) do v  MIN( v, MAX-VALUE(s) ) return v function MAX-VALUE( state ) returns a utility value if TERMINAL-TEST( state ) then return UTILITY( state ) v  -∞ for a,s in SUCCESSORS( state ) do v  MAX( v, MIN-VALUE(s) ) return v
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  • 24.  Pruning Example 23-Mar-2009 Artificial Intelligence - CMT310  3 MAX MIN =3 3 12 8 2 X X  2 14  14 5  5 2 =2 =3
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  • 26. Alpha-Beta Algorithm 1 MAX Ply 23-Mar-2009 Artificial Intelligence - CMT310 function ALPHA-BETA-SEARCH( state ) returns an action inputs: state , current state in game v  MAX-VALUE( state, - ∞ , + ∞ ) return the action in SUCCESSORS( state ) with value v function MAX-VALUE( state,  ,  ) returns a utility value if TERMINAL-TEST( state ) then return UTILITY( state ) v  - ∞ for a,s in SUCCESSORS( state ) do v  MAX( v, MIN-VALUE( s ,  ,  )) if v ≥  then return v   MAX(  , v ) return v
  • 27. Alpha-Beta Algorithm II MIN Ply 23-Mar-2009 Artificial Intelligence - CMT310 function MIN-VALUE( state,  ,  ) returns a utility value if TERMINAL-TEST( state ) then return UTILITY( state ) v  + ∞ for a,s in SUCCESSORS( state ) do v  MIN( v, MAX-VALUE( s ,  ,  )) if v ≤  then return v   MIN(  , v ) return v
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  • 34. 23-Mar-2009 Artificial Intelligence - CMT310 To adapt hierarchical task-network planning techniques for use in BRIDGE GAME, ways for the planner to perform complex numeric calculations, plan for multiple agents, consult external information sources, and reason about uncertain information were developed. These same techniques are now proving useful in generating and evaluating manufacturing process plans Applications
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Hinweis der Redaktion

  1. Coarse-grained systems consist of fewer, larger components than fine-grained systems; a coarse-grained description of a system regards large subcomponents while a fine-grained description regards smaller components of which the larger ones are composed. Data are communicated are infrequent, after larger amounts of computation
  2. Action: Quake, Thief RPG: Baldur’s Gate, Neverwinter Nights, Oblivion Strategy: WarCraft, Command&amp;Conquer, Civilization Sports: FIFA, Racing Simulations: The Sims, Tycoon Games, SimCity Adventure Games: Text, Graphical Puzzle Games: Tetris
  3. Screenshots from Harry Potter &amp; The Chamber of Secrets and Final Fantasy XII