{"id":173550,"date":"2016-08-30T23:03:19","date_gmt":"2016-08-31T03:03:19","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/artificial-intelligence-video-games-wikipedia-the-free\/"},"modified":"2016-08-30T23:03:19","modified_gmt":"2016-08-31T03:03:19","slug":"artificial-intelligence-video-games-wikipedia-the-free","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/ai\/artificial-intelligence-video-games-wikipedia-the-free\/","title":{"rendered":"Artificial intelligence (video games) &#8211; Wikipedia, the free &#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>    Game developers' increasing awareness of academic AI and a    growing interest in computer games by the academic community is    causing the definition of what counts as AI in a game to become    less idiosyncratic. Nevertheless, significant    differences between different application domains of AI mean    that game AI can still be viewed as a distinct subfield of AI.    In particular, the ability to legitimately solve some AI    problems in games by cheating creates an important distinction. For    example, inferring the position of an unseen object from past    observations can be a difficult problem when AI is applied to    robotics, but in a computer game a NPC can simply look up the    position in the game's scene graph. Such cheating can lead to    unrealistic behavior and so is not always desirable. But its    possibility serves to distinguish game AI and leads to new    problems to solve, such as when and how to use    cheating.[citation    needed]  <\/p>\n<p>    The major limitation to strong AI is the inherent depth of    thinking and the extreme complexity of the decision making    process. This means that although it would be then    theoretically possible to make \"smart\" AI the problem would    take considerable processing power.[citation    needed]  <\/p>\n<p>    Game AI\/heuristic algorithms are used in a wide variety of    quite disparate fields inside a game. The most obvious is in    the control of any NPCs in the game, although scripting    is currently the most common means of control. Pathfinding is    another common use for AI, widely seen in real-time    strategy games. Pathfinding is the method for determining    how to get a NPC from one point on a map to another, taking    into consideration the terrain, obstacles and possibly    \"fog of war\".    Beyond pathfinding, navigation is a    sub-field of Game AI focusing on giving NPCs the capability to    navigate in their environment, finding a path to a target while    avoiding collisions with other entities (other NPC, players...)    or collaborating with them (group navigation).  <\/p>\n<p>    The concept of emergent AI has recently been explored in games    such as Creatures,    Black & White and    Nintendogs and toys such as Tamagotchi. The    \"pets\" in these games are able to \"learn\" from actions taken by    the player and their behavior is modified accordingly. While    these choices are taken from a limited pool, it does often give    the desired illusion of an intelligence on the other side of    the screen.  <\/p>\n<p>    Many contemporary video games fall under the category of    action, first person shooter, or adventure. In most of these    types of games there is some level of combat that takes place.    The AI's ability to be efficient in combat is important in    these genres. A common goal today is to make the AI more human,    or at least appear so.  <\/p>\n<p>    One of the more positive and efficient features found in    modern-day video game AI is the ability to hunt. AI originally    reacted in a very black and white manner. If the player were in    a specific area then the AI would react in either a complete    offensive manner or be entirely defensive. In recent years, the    idea of \"hunting\" has been introduced; in this 'hunting' state    the AI will look for realistic markers, such as sounds made by    the character or footprints they may have left behind.[11] These developments    ultimately allow for a more complex form of play. With this    feature, the player can actually consider how to approach or    avoid an enemy. This is a feature that is particularly    prevalent in the stealth genre.  <\/p>\n<p>    Another development in recent game AI has been the development    of \"survival instinct\". In-game computers can recognize    different objects in an environment and determine whether it is    beneficial or detrimental to its survival. Like a user, the AI    can \"look\" for cover in a firefight before taking actions that    would leave it otherwise vulnerable, such as reloading a weapon    or throwing a grenade. There can be set markers that tell it    when to react in a certain way. For example, if the AI is given    a command to check its health throughout a game then further    commands can be set so that it reacts a specific way at a    certain percentage of health. If the health is below a certain    threshold then the AI can be set to run away from the player    and avoid it until another function is triggered. Another    example could be if the AI notices it is out of bullets, it    will find a cover object and hide behind it until it has    reloaded. Actions like these make the AI seem more human.    However, there is still a need for improvement in this area.  <\/p>\n<p>    Another side-effect of combat AI occurs when two AI-controlled    characters encounter each other; first popularized in the    id Software    game Doom, so-called 'monster    infighting' can break out in certain situations. Specifically,    AI agents that are programmed to respond to hostile attacks    will sometimes attack each other if their cohort's    attacks land too close to them.[citation    needed] In the case of Doom,    published gameplay manuals even suggest taking advantage of    monster infighting in order to survive certain levels and    difficulty settings.  <\/p>\n<p>    Georgios N. Yannakakis suggests    that academic AI developments can play roles in game AI beyond    the traditional paradigm of AI controlling NPC    behavior.[10] He highlights    four other potential application areas:  <\/p>\n<p>    In the context of artificial intelligence in video games,    cheating refers to the programmer giving agents actions and    access to information that would be unavailable to the player    in the same situation.[12]    In a simple example, if the agents want to know if the player    is nearby they can either be given complex, human-like sensors    (seeing, hearing, etc.), or they can cheat by simply asking the    game engine    for the player's position. Common variations include giving AIs    higher speeds in racing games to catch up to the player or    spawning them in advantageous positions in first person    shooters. The use of cheating in AI shows the limitations of    the \"intelligence\" achievable artificially; generally speaking,    in games where strategic creativity is important, humans could    easily beat the AI after a minimum of trial and error if it    were not for this advantage. Cheating is often implemented for    performance reasons where in many cases it may be considered    acceptable as long as the effect is not obvious to the player.    While cheating refers only to privileges given specifically to    the AIit does not include the inhuman swiftness and precision    natural to a computera player might call the computer's    inherent advantages \"cheating\" if they result in the agent    acting unlike a human player.[12]Sid Meier stated that    he omitted multiplayer alliances in Civilization because he    found that the computer was almost as good as humans in using    them, which caused players to think that the computer was    cheating.[13]  <\/p>\n<p>    Creatures is an artificial life program where the user    \"hatches\" small furry animals and teaches them how to behave.    These \"Norns\" can talk, feed themselves, and protect themselves    against vicious creatures. It's the first popular application    of machine learning into an interactive simulation. Neural    networks are used by the creatures to learn what to do. The    game is regarded as a breakthrough in artificial life research,    which aims to model the behavior of creatures interacting with    their environment.[14]  <\/p>\n<p>    A first-person shooter where the player assumes the role of the    Master Chief, battling various aliens on foot or in vehicles.    Enemies use cover very wisely, and employ suppressive fire and    grenades. The squad situation affects the individuals, so    certain enemies flee when their leader dies. A lot of attention    is paid to the little details, with enemies notably throwing    back grenades or team-members responding to you bothering them.    The underlying \"behavior tree\" technology has become very    popular in the games industry (especially since Halo    2).[14]  <\/p>\n<p>    A first-person shooter where the player helps contain    supernatural phenomenon and armies of cloned soldiers. The AI    uses a planner to generate context-sensitive behaviors, the    first time in a mainstream game. This technology used as a    reference for many studios still today. The enemies are capable    of using the environment very cleverly, finding cover behind    tables, tipping bookshelves, opening doors, crashing through    windows, and so on. Squad tactics are used to great effect. The    enemies perform flanking maneuvers, use suppression fire,    etc.[14]  <\/p>\n<p>    A first-person shooter survival horror game where the player    must face man-made experiments, military soldiers, and    mercenaries known as Stalkers. The various encountered enemies    (if the difficulty level is set to its highest) use combat    tactics and behaviours such as healing wounded allies, giving    orders, out-flanking the player or using weapons with pinpoint    accuracy.[citation    needed]  <\/p>\n<p>    A first-person shooter where the player fights off numerous    mercenaries and assassinates faction leaders. The AI is    behavior based and uses action selection, essential if an AI is    to multitask or react to a situation. The AI can react in an    unpredictable fashion in many situations. The enemies respond    to sounds and visual distractions such as fire or nearby    explosions and can be subject to investigate the hazard, the    player can utilize these distractions to his own advantage.    There are also social interfaces with an AI but however not in    the form of direct conversation but more reactionary, if the    player gets too close or even nudges an AI, the player is    subject to getting shoved off or sworn at and by extent getting    aimed at. Other social interfaces between AI exist when in    combat, or neutral situations, if an enemy AI is injured on the    ground, he will shout out for help, release emotional distress,    etc.[citation    needed]  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original post:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/en.wikipedia.org\/wiki\/Artificial_intelligence_(video_games)\" title=\"Artificial intelligence (video games) - Wikipedia, the free ...\">Artificial intelligence (video games) - Wikipedia, the free ...<\/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\/prometheism-transhumanism-posthumanism\/ai\/artificial-intelligence-video-games-wikipedia-the-free\/\">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":{"footnotes":""},"categories":[187743],"tags":[],"class_list":["post-173550","post","type-post","status-publish","format-standard","hentry","category-ai"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/173550"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=173550"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/173550\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=173550"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=173550"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=173550"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}