{"id":199339,"date":"2015-04-08T07:44:26","date_gmt":"2015-04-08T11:44:26","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/artificial-intelligence-video-games-wikipedia-the.php"},"modified":"2015-04-08T07:44:26","modified_gmt":"2015-04-08T11:44:26","slug":"artificial-intelligence-video-games-wikipedia-the","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/artificial-intelligence\/artificial-intelligence-video-games-wikipedia-the.php","title":{"rendered":"Artificial intelligence (video games) &#8211; Wikipedia, the &#8230;"},"content":{"rendered":"<p><p>    In video    games, artificial intelligence is used to generate    intelligent    behaviors primarily in non-player characters (NPCs),    often simulating human-like intelligence. The    techniques used typically draw upon existing methods from the    field of artificial intelligence (AI).    However, the term game AI is often used to refer to a broad set    of algorithms    that also include techniques from control    theory, robotics, computer graphics and computer    science in general.  <\/p>\n<p>    Since game AI for NPCs is centered on appearance of    intelligence and good gameplay within environment restrictions,    its approach is very different from that of traditional AI;    workarounds    and cheats are acceptable and, in many cases, the computer    abilities must be toned down to give human players a sense of    fairness. This, for example, is true in first-person shooter games, where    NPCs' otherwise perfect aiming would be beyond human skill.  <\/p>\n<p>    Game playing was an area of research in AI from its inception.    One of the first examples of AI is the computerised game of    Nim made in 1951 and    published in 1952. Despite being advanced technology in the    year it was made, 20 years before Pong, the game took the form of a relatively small    box and was able to regularly win games even against highly    skilled players of the game.[1] In 1951,    using the Ferranti Mark 1 machine of the University of Manchester,    Christopher Strachey wrote a    checkers program    and Dietrich Prinz wrote one for chess.[2] These    were among the first computer programs ever written. Arthur Samuel's    checkers program, developed in the middle 50s and early 60s,    eventually achieved sufficient skill to challenge a respectable    amateur.[3] Work on    checkers and chess would culminate in the defeat of Garry    Kasparov by IBM's    Deep Blue computer in    1997.[4] The    first video    games developed in the 1960s and early 1970s, like    Spacewar!, Pong, and Gotcha (1973), were games    implemented on discrete logic and    strictly based on the competition of two players, without AI.  <\/p>\n<p>    Games that featured a single player mode with    enemies started appearing in the 1970s. The first notable ones    for the arcade appeared in 1974: the Taito    game Speed Race (racing    video game) and the Atari games Qwak    (duck hunting light gun shooter) and Pursuit (fighter aircraft dogfighting    simulator). Two text-based computer games from 1972,    Hunt    the Wumpus and Star Trek, also had enemies.    Enemy movement was based on stored patterns. The incorporation    of microprocessors would allow more    computation and random elements overlaid into movement    patterns.  <\/p>\n<p>    It was during the golden    age of video arcade games that the idea of AI opponents was    largely popularized, due to the success of Space    Invaders (1978), which sported an increasing difficulty    level, distinct movement patterns, and in-game events dependent    on hash    functions based on the player's input. Galaxian (1979) added    more complex and varied enemy movements, including maneuvers by    individual enemies who break out of formation. Pac-Man (1980)    introduced AI patterns to maze games, with the added quirk    of different personalities for each enemy. Karate Champ    (1984) later introduced AI patterns to fighting games,    although the poor AI prompted the release of a second version.    First    Queen (1988) was a tactical action RPG which featured    characters that can be controlled by the computer's AI in    following the leader.[5][6]    The role-playing video game    Dragon Quest IV (1990) introduced a    \"Tactics\" system, where the user can adjust the AI routines of    non-player characters during battle,    a concept later introduced to the action role-playing game genre    by Secret of Mana (1993).  <\/p>\n<p>    Games like Madden Football, Earl    Weaver Baseball and Tony La Russa Baseball all    based their AI on an attempt to duplicate on the computer the    coaching or managerial style of the selected celebrity. Madden,    Weaver and La Russa all did extensive work with these game    development teams to maximize the accuracy of the    games.[citation    needed] Later sports titles allowed users    to \"tune\" variables in the AI to produce a player-defined    managerial or coaching strategy.  <\/p>\n<p>    The emergence of new game genres in the 1990s prompted the use    of formal AI tools like finite state    machines. Real-time strategy games taxed the AI    with many objects, incomplete information, pathfinding    problems, real-time decisions and economic planning, among    other things.[7] The    first games of the genre had notorious problems. Herzog Zwei    (1989), for example, had almost broken pathfinding and very    basic three-state state machines for unit control, and    Dune II    (1992) attacked the players' base in a beeline and used    numerous cheats.[8] Later    games in the genre exhibited more sophisticated AI.  <\/p>\n<p>    Later games have used bottom-up AI methods, such    as the emergent behaviour    and evaluation of player actions in games like Creatures or Black & White.    Faade (interactive story) was    released in 2005 and used interactive multiple way dialogs and    AI as the main aspect of game.  <\/p>\n<p>    Games have provided an environment for developing artificial    intelligence with potential applications beyond gameplay.    Examples include Watson, a Jeopardy-playing computer;    and the RoboCup    tournament, where robots are trained to compete in    soccer.[9]  <\/p>\n<p>    Purists complain that the \"AI\" in the term \"game AI\" overstates    its worth, as game AI is not about intelligence, and shares few of the    objectives of the academic field of AI. Whereas \"real\" AI    addresses fields of machine learning, decision making based on    arbitrary data input, and even the ultimate goal of strong AI that can    reason, \"game AI\" often consists of a half-dozen rules of    thumb, or heuristics, that are just    enough to give a good gameplay experience.[citation    needed] Historically, academic game-AI    projects have been relatively separate from commercial products    because the academic approaches tended to be simple and    non-scalable. Commercial game AI has developed its own set of    tools, which have been sufficient to give good performance in    many cases.[10]  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more from the original source: <\/p>\n<p><a target=\"_blank\" href=\"http:\/\/en.wikipedia.org\/wiki\/Artificial_intelligence_(video_games)\" title=\"Artificial intelligence (video games) - Wikipedia, the ...\">Artificial intelligence (video games) - Wikipedia, the ...<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> In video games, artificial intelligence is used to generate intelligent behaviors primarily in non-player characters (NPCs), often simulating human-like intelligence. The techniques used typically draw upon existing methods from the field of artificial intelligence (AI). However, the term game AI is often used to refer to a broad set of algorithms that also include techniques from control theory, robotics, computer graphics and computer science in general.  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/artificial-intelligence\/artificial-intelligence-video-games-wikipedia-the.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[13],"tags":[],"class_list":["post-199339","post","type-post","status-publish","format-standard","hentry","category-artificial-intelligence"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/199339"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=199339"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/199339\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=199339"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=199339"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=199339"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}