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Artificial Intelligence for Computer Games

Posted by timothy on Wed Aug 10, 2005 02:35 PM
from the hey-any-intelligence-is-nice dept.
Craig Maloney writes "Artificial Intelligence (AI) is a very hot topic today in computer circles because of the interest in modeling behaviors on machines that we find in nature. Many books have been dedicated to studying and expanding the field of AI, but generally fall into two categories: those that concentrate on AI as a research topic, and those that concentrate on AI in the field of game development. Artificial Intelligence for Computer Games (AI for Computer Games) is unique in how it takes classical AI and merges that knowledge into AI for game development. It's an approach that will be fascinating to those currently studying AI, but the approach limits the usefulness of this book to a select audience of AI researchers interested in game development." Read on for the rest of Maloney's review.
Artificial Intelligence for Computer Games
author John David Funge
pages 127
publisher A K Peters, td.
rating 6
reviewer Craig Maloney
ISBN 1568812086
summary An introduction to Gaming Artifical Intelligence


AI for Computer Games begins with a brief introduction to the historic roles that AI has played in games such as Pac Man and Mario, and how these Non-Playable Characters (NPCs) achieved fame through their roles as NPCs. The NPCs play important roles in games, and their behavior can ultimately determine if the game is entertaining or frustrating. The author then describes the differences between the field of Artificial Intelligence as compared with Gaming Artificial Intelligence. Later he shows how these two fields can intertwine with each other, and how Gaming Artificial Intelligence can be useful to AI researchers via game-playing robots and other similar experiments. The author also introduces the architecture of the components of a game. They are:
  • Game State: The current state of the world
  • Simulator: Encodes the rules for how the game state changes, and the rules for the game (physics, etc.)
  • Renderer: The display of the game
  • Controllers: The player and NPC methods for interacting with the game.
The book then focuses on simulating a gaming environment for the NPCs and player to operate in. The author uses a game of Tag as the game framework for the rest of the book, with the player and the NPCs playing the classic game of chasing and hiding. The roles of the game state, simulator, renderer and controllers are explored in depth in this section.

Next, AI for Computer Games discusses NPC perception. Players in a gaming environment are hindered by what the renderer will display to them, so likewise, the NPCs should not have omniscience in the game. The author recommends a strategy for handling this for NPCs: use the render engine for determining the perception of the NPCs as well. This allows the players and NPCs to work from the same rules. The author also describes how NPCs can handle partial observability, as well as prediction.

The rest of the book deals with the NPCs' abilities to react, remember, search, and learn to the game environment. This is the heart of the book, and provides a good analysis of the various methods available to the developer to model complex behaviors. The section on learning is especially interesting, as the idea of rewarding the algorithm when it performs correctly seems both strange and obvious at the same time (although the author points out that sometimes the algorithm can do undesirable things in order to obtain that reward). There are many ideas in these sections for perfecting the AI of the game, and the author expertly describes each one and where each would best be used.

AI for Computer Games was both enlightening and frustrating at the same time. The author obviously possesses a lot of knowledge in the AI field; the frustration is in his telling of that knowledge. The book reads much like an academic paper on AI applications in games, and could put off many potential readers with its rather dense descriptions of complicated material. The book also suffers from being rather short. The book is 127 pages in total length with code snippets, diagrams, and other page artwork. The brevity makes the book easy to pick up and read for a bit, but the density ensures you'll be re-reading several chapters in order to catch what the author is trying to convey. The code snippets also suffer from brevity. The code snippets are in C++, but are primarily constructors, with precious few methods defined. The author has excellent ideas; using an environment where the player and the NPCs are equals removes much of the complexity for the example AI to handle. Unfortunately the execution in this book leaves me wanting more.


You can purchase Artificial Intelligence for Computer Games from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
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  • Obligatory complaint (Score:4, Insightful)

    by thephotoman (791574) on Wednesday August 10 2005, @02:38PM (#13288452)
    (Last Journal: Tuesday May 10 2005, @07:05AM)
    Why do we always link to just one store? Why not link to a series of various places selling the book for those who are interested?

    Yeah, it's an obligatory complaint. Mod me down for it.
  • Spore (Score:2, Insightful)

    by FnH (137981) on Wednesday August 10 2005, @02:43PM (#13288495)
    I just finished reading a preview of Spore [slashdot.org], a new game from the creator of the sims, and it seems like AI in games is about to take another leap :)
    • Re: Spore (corrected links) (Score:4, Informative)

      by FnH (137981) on Wednesday August 10 2005, @02:47PM (#13288524)
      I just finished reading a preview [gamespy.com] of Spore [ea.com], a new game from the creator of the sims, and it seems like AI in games is about to take another leap :) (messed up my previous post a bit)
      [ Parent ]
      • Re: Spore (corrected links) by Gondola (Score:2) Wednesday August 10 2005, @03:34PM
        • Re: Spore (corrected links) (Score:4, Informative)

          by FnH (137981) on Wednesday August 10 2005, @04:19PM (#13289327)
          It can be argued that once we know something can be programmed we stop thinking of it AI. A few years ago many would have claimed that a computer really should have achieved something intelligent when it beats a grandmaster at chess. Now, after the fact, we only think of it as a clever search routine.

          It might just be clever programming, but figuring out how to move an as good as random combination of parts so as to make a believable imitation of locomotion has a ring of intelligence to it.

          And that's perhaps the most mundane part of the game. If you believe everything that's written about it (large parts of it are probably hype), they're trying to achieve some form of emergent behaviour in many aspects of the game.

          I bet you could fill another nice book or two, just describing all the AI algorithms they used, and I wouldn't be surprised if there would be a few clever things in there that haven't been published before.
          [ Parent ]
    • Re:Spore by Mikail (Score:1) Wednesday August 10 2005, @02:58PM
      • Re:Spore by Vaevictis666 (Score:3) Wednesday August 10 2005, @04:00PM
    • Re:Spore by gardyloo (Score:3) Wednesday August 10 2005, @03:06PM
    • 1 reply beneath your current threshold.
  • Natural stupidity (Score:5, Insightful)

    by redelm (54142) on Wednesday August 10 2005, @02:44PM (#13288498)
    (http://pages.sbcglobal.net/redelm)
    I'm sorry, but I can't help thinking:

    Natural stupidity beats artificial intelligence every time

    You cannot make something idiot-proof because idiots are too ingenious (variable). Unfortunately, I see much of AI as trying to impose order on chaos which cannot be done with deterministic methods. AI _can_ help with data reduction, but not understanding.

  • Ummm.. (Score:2, Insightful)

    by Anonymous Coward on Wednesday August 10 2005, @02:44PM (#13288505)
    AI has been a hot topic for, what, the past 40 years?
    • And... by cbreaker (Score:3) Wednesday August 10 2005, @03:08PM
    • AI a hot topic? by corngrower (Score:2) Wednesday August 10 2005, @09:17PM
    • 1 reply beneath your current threshold.
  • by Anonymous Coward on Wednesday August 10 2005, @02:45PM (#13288510)
    So how many of the people out there who are designing game AI have a typical CS background and how many have been specifically trained in AI principles through their education? Along the same track, is someone interested in studying AI more likely to be employed by a game publisher when they graduate or by an actual organization doing AI work for some other application?
  • Enlightening and frustrating. (Score:5, Insightful)

    by GillBates0 (664202) on Wednesday August 10 2005, @02:47PM (#13288520)
    (http://slashdot.org/~GillBates0 | Last Journal: Tuesday July 10, @04:36PM)
    AI for Computer Games was both enlightening and frustrating at the same time.

    Much like how AI is, atleast in it's current state.

    Enlightening because even the most basic attempts at simulating intelligence in machines makes us realize how vastly superior Nature's machines are. And frustrating because of how difficult it is proving for us to reach an adequately satisfactory understanding of "real" intelligence/consciousness inspite of all the research/effort we've been putting in.

  • I love those strategy games where you have to gather your resources, move your armies into position, and watch the slaughter. But I wish the games has decent AI more than anything else. It doesn't take much to lose the war if you have one twit who decides to take a walk around the world and bring the enemies to your backyard when your forces are half-way to storming the enemy gates. There's nothing like leaving your arse exposed during war time.
  • I can see it now... (Score:3, Funny)

    by Anonymous Coward on Wednesday August 10 2005, @02:50PM (#13288541)
    Computer game: "You have been playing this game for over 24 hours. You need rest."

    Person: "Shut up, I'm almost to the high score!"

    Computer game: "I cannot allow you to "pull a Korean". "I am shutting you off."

  • Pong AI (Score:5, Funny)

    by akheron01 (637033) on Wednesday August 10 2005, @02:53PM (#13288554)
    (http://www.berkshirephotonics.com/)
    To prove once and for all that an artificial intelligence can emulate and even exceed the capabilities of human thought I have written an UNBEATABLE pong AI.
    paddle.Y = ball.Y;
  • "because of the interest in modeling behaviors on machines that we find in nature"

    Does that mean you are going to run it on an abandoned 486 you found in the woods?
  • Game 'AI'... (Score:5, Insightful)

    by sarlos (903082) on Wednesday August 10 2005, @02:55PM (#13288579)
    I've never really liked calling a Game's 'AI' Artificial Intelligence for one reason - they don't learn. It's always seemed more of what I'd call Simulated Intelligence. There's always a stopping point, even if they train the computer to play themselves. A point where it's not learning anymore and the computer only seems to be acting intelligent.

    From the review, it seems this books touches on this a bit. Hopefully more game developers will start putting additional effort into making dynamic, learning Artificial Intelligence components to their games.

    Of course, part of the problem is also building the AI to act Human. Humans make mistakes, and so should the computer. In warfare, there's always been that element of random chance where you can capitalize on an enemy's mistakes. Take in factos like morale, confidence, etc. It's no fun to play against a perfect oponent all the time :p

    I think the first game company to get this careful balance right is going to be laughing all the way to the bank.
  • Genetic Algorithms (Score:5, Interesting)

    by joepeg (87984) on Wednesday August 10 2005, @02:56PM (#13288580)
    The section on learning is especially interesting, as the idea of rewarding the algorithm when it performs correctly seems both strange and obvious at the same time (although the author points out that sometimes the algorithm can do undesirable things in order to obtain that reward).

    Genetic Algorithms [wikipedia.org] will most definitely be involved in the way the gaming experience progresses.

    To expand on the idea of rewarding, those genomes that are rewarded the most are then permitted to "mate" with other strong genomes, which will take into account inheritance, mutation, natural selection, and recombination (or crossover) resulting in the "smartest" population.

    The fitness test could also be controlled by the player, keeping the game even more interesting, for a much longer period of time.
    • Re:Genetic Algorithms by ciroknight (Score:2) Wednesday August 10 2005, @03:40PM
    • Err ... 'evolution' results, if all goes well, in a local-maximum. Nothing about the process of evolution, real or simulation, says you'll get "the best" anything. Only that, on average, things will tend to improve in a way that matches the particular constraints at the time, according to available variations. If the constraints change, or there were several ways around a problem ("hack",) or there wasn't sufficient diversity, or a bad trait just happened to get rewarded along with a good trait, you may wind up with a terribly bad result.

      This is why I get so annoyed when scientists (and creationists) ask "what is this organ useful for?" expecting that every animal's every organ is entirely well-suited to its environment -- because either evolution or the hand of god made it perfect. That's not what the theory(!) of evolution predicts. Narwhals wound up with a long tooth, and sure, maybe they use it to impress the females now -- but is that why they have it in the first place, do they maybe only use it because they have it? Could it be that somewhere along the line, some freak just happened to survive an accident when others didn't, and passed on the freak gene causing this tooth to be a horn?

      Weird results from genetic algorithms are even more likely in small-population scenarios like games. You can only send so many 'test' enemies at the player before he gets bored. Particularly considering that in most games, either the player surives or the computer survives, I'm not seeing at what point you can reward the AI by letting it reproduce except when the player loses (at least in an FPS setting.) In that case, the game only gets better if the player loses a lot -- and most games try to make sure the player doesn't lose too much, but is instead always on the brink of losing (to keep him hopeful but challenged.) On the other hand, if you train them in the studio, you'll have to be careful to not train them to be good only against the testers. You don't want to release a game in which the AI is really good -- so long as you don't lure it into getting stuck in a corner, just because no tester thought to do that often enough to breed it out.

      But genetic algorithms are certainly not guaranteed to produce good results. They merely might.
      [ Parent ]
    • Re:Genetic Algorithms by JesterXXV (Score:2) Wednesday August 10 2005, @03:59PM
    • Re:Genetic Algorithms by timeOday (Score:2) Wednesday August 10 2005, @04:22PM
    • Re:Genetic Algorithms by SukMuhNerD (Score:1) Wednesday August 10 2005, @04:45PM
    • Re:Genetic Algorithms by mcvos (Score:1) Thursday August 11 2005, @05:32AM
    • 2 replies beneath your current threshold.
  • Game AI (Score:2, Interesting)

    by cl0secall (449952) on Wednesday August 10 2005, @02:58PM (#13288598)
    (http://www.kcore.net/)
    I'm still waiting for FPS bots that use Maze Theory instead of "waypoints" for navigation. If only I could code worth a damn...
    • Re:Game AI by jthayden (Score:1) Wednesday August 10 2005, @03:20PM
      • Re:Game AI by cl0secall (Score:1) Wednesday August 10 2005, @03:47PM
  • Settlers of Catan (Score:1)

    by kwieland in stl (830615) on Wednesday August 10 2005, @02:59PM (#13288604)
    A recent take on this is the Settlers of Catan. Interesting AI work in negotiations. Never saw the end results though (thesis), anybody?

    http://www.infolab.northwestern.edu/infolab/ [northwestern.edu]

    Thankfully all over the web now due to:

    http://sourceforge.net/projects/jsettlers [sourceforge.net]
  • Artificial Intelligence (AI) is a very hot topic today in computer circles because of the interest in modeling behaviors on machines that we find in nature.

    Man! I never find any machines in Nature, except the occasional stripped car with the windshield shot out. Where is this guy finding his machines? It must be a great place to go hiking.

  • What I'd Like in AI (Score:3, Funny)

    by Nom du Keyboard (633989) on Wednesday August 10 2005, @03:05PM (#13288649)
    What I'd like is an AI component for Windows smart enough to identify problems in the OS and fix them before they byte me.
  • zerg (Score:2)

    by Lord Omlette (124579) on Wednesday August 10 2005, @03:12PM (#13288699)
    (http://www.omletteso...hp3?who=Lord+Omlette)
    The 1st "AI Game Programming Wisdom" was actually pretty good. You could tell it was good by how quickly LaMothe's label put together a cheap imitation, "AI Techniques for Game Programming".

    (I never read the 2nd "AI Game Programming Wisdom"... laziness on my part.)
  • by wfberg (24378) on Wednesday August 10 2005, @03:13PM (#13288708)
    Or forget about all that artificial intelligence, and instead of spending precious programmer time and money on it, let your players pay you for the privilege of taking on other (paying!) customers online!
  • AI today (Score:3, Funny)

    by Quirk (36086) on Wednesday August 10 2005, @03:20PM (#13288759)
    (http://slashdot.org/~Quirk/journal/ | Last Journal: Monday October 03 2005, @04:07PM)
    I just want to comment on how AI proponents have fulfilled their promises... oh...just a minute... I seem to have left my car hovering over the pad, oh, it's ok, it's gone off to recharge itself and have the antigrav adjusted.

    As I was saying about AI...oh, my Barbie XXX has just come in to bring me a drink, of course my Barbie has limited AI but is saturated with artificial sex hormones to pander to my every whim... but not now Barbie, daddy's busy...

    Now about the promise fulfilled by AI proponents... oh damn look at the time...If I'm going to make the lightspeed shuttle to Mars I pretty much have to teleport out now, we're going white water rafting in the Valles Marineris.

    Anyway good job on the AI.

    • Re:AI today by Anonymous Coward (Score:1) Wednesday August 10 2005, @05:03PM
  • Only Ten Years Away (Score:3, Insightful)

    by rlp (11898) on Wednesday August 10 2005, @03:21PM (#13288778)
    True artificial intelligence is only ten years away - and has been for the past three decades. AI has been a huge disappointment. Most 'AI' problems that have been solved have been solved via brute force combined with the advance of Moore's law. From what I've seen of game 'AI' - it's more a mimicing of intelligence and not very impressive mimicing at that (not much more so than the 'Eliza' class programs of the 70's).

    That's my 2 cents - flame away.
  • SMB AI (Score:2)

    by solarlux (610904) <noplasma.yahoo@com> on Wednesday August 10 2005, @03:24PM (#13288797)
    > AI for Computer Games begins with a brief introduction to the historic roles that AI has played in games such as Pac Man and Mario

    I actually got a copy of the original SMB source code. Hopefully Nintendo won't mind me revealing the algorithm for the koopa trooper's AI:

    1. walk until wall is encountered
    2. reverse direction
    3. goto step 1
    • Re:SMB AI by FunkSoulBrother (Score:2) Wednesday August 10 2005, @05:08PM
    • Re:SMB AI by Iamthewalrus (Score:1) Wednesday August 10 2005, @06:21PM
      • Re:SMB AI by deizel (Score:1) Thursday August 11 2005, @04:38AM
    • Re:SMB AI by rubberbando (Score:2) Wednesday August 10 2005, @06:34PM
  • Another good one... (Score:5, Informative)

    ...is M. Tim Jones' AI Application Programming [charlesriver.com]. It's got all sorts of predator/prey and pathfinding stuff in there.

    The code examples are in C, although I ported some of them [rubyforge.org] from the 1st edition of the book to Ruby.
  • 1999? (Score:2)

    by Viking Coder (102287) on Wednesday August 10 2005, @03:27PM (#13288826)
    If you look on amazon, you see two books by John David Funge:

    AI for Computer Games and Animation: A Cognitive Modeling Approach (Hardcover) [amazon.com] - August 1999, 220 pages

    Artificial Intelligence For Computer Games: An Introduction (Hardcover) [amazon.com] - July 2004, 160 pages

    So is the same book twice (slightly shortened), or what?
    • 1 reply beneath your current threshold.
  • by CrazyJim1 (809850) on Wednesday August 10 2005, @03:27PM (#13288837)
    (Last Journal: Sunday November 06 2005, @10:30PM)
    Until we get to the point where we have a standardized 3d world toolset from which we build games from, AI will always be second thought.

    Normally AI involves a lot of cheating, like the Street Fighter 2 always block to the Warcraft3, everything costs 1 gold for the computer.

    We've only just moved into the 3d era of video games recently, and we're not close to standardizing the 3d game development process, so we're even further away from writing effective AI. Sure you can write entirely complex AI that involves flocking and friendship, but if your game isn't designed to make use of it, people probably wouldn't even notice.
  • Anyone ran NERO? (Score:3, Interesting)

    by DrugCheese (266151) on Wednesday August 10 2005, @03:28PM (#13288845)
    I just ran into this a couple hours ago today. Haven't tried it at all yet. NERO [utexas.edu] is an artificial intelligence game in which you train your armys AI to react to certain situations. Then you pit your trained army up against other peoples armies and let the AI battle it out. Looked very interesting.
  • Why Games need AI (Score:1)

    by Starseeka (883452) on Wednesday August 10 2005, @03:38PM (#13288928)
    I think that in order for a game to have any play value, it has to have a challenging opponent. The graphics can be as pretty as you want, but nooen will play it if the other guy just sits there to get blown away. IT will be really cool when the AI can have good teamwork. Things like supressive fire, ambushes, flanking manuvers etc. The only way to get this right now is to play oonline, and then you have to deal with 14 year olds saying "WTF neewb, W|-|y do you ch34t and H4X!?!?! GayFag!!!!!"
  • by GamblerZG (866389) on Wednesday August 10 2005, @03:52PM (#13289081)
    It's strange. Modern game industry is obsessed with graphics, yet there is very few books that can teach you how to make a decent 3d engine (at least, I was not able to find one yet). AI, on the other hand, seems to be the most common topic.
    • 1 reply beneath your current threshold.
  • hot topic?? (Score:2, Insightful)

    by Anonymous Coward on Wednesday August 10 2005, @03:54PM (#13289098)
    Artificial Intelligence (AI) is a very hot topic today in computer circles because of the interest in modeling behaviors on machines that we find in nature.

    AI is not a hot topic. It hasn't recovered from the 1970s snake oil peddling stage, and it is still looked down as an overpromiser and underdeliverer of goods, even though some real neat and exciting stuff is going on there.

    They'll have to fight hard to get rid of that image and that starts by continuing the shift from shoddy-but-cool-sounding work towards more measurable science. Certain areas like theorem proving have fully made the shift, others like onthologies seems still mired in the promise-lots deliver-little stage.

  • Part of the problem (Score:3, Insightful)

    by coolestdickofall (858613) on Wednesday August 10 2005, @03:56PM (#13289113)
    Doesn't part of the problem come from the fact that true intelligence is based on a life time of learning and experience?? Every time someone is faced with a decision, they subconsciously compare the situation to previous experiences to help make the correct choice.. With game A.I., the programmers are sort of trying to cram a life time of experience into so many lines of code.. Seems an exercise in futility to me.
  • I did the game AI for a few games (Score:2, Informative)

    by MarkWatson (189759) on Wednesday August 10 2005, @04:24PM (#13289369)
    (http://www.markwatson.com/)
    I did the game AI for a few games (cancelled Nintendo U64 game, hovercraft racing game) and for a VR prototype for Disney. It was probably the most fun job I ever had - I do mostly server side Java development now which is not quite as interesting :-)

    I started out trying to write complex control code (a multi-agent system with modules for different behaviors/situations with a simply control agent to choose which module to give control to and for how long). The problem with this approach was that the game NPCs acted in complex and unpredictable ways - interesting behavior, but not predictable. It turns out that gamers want to learn how to react to game AIs. Anyway, I eventually got it right :-)

    BTW: why did I quit such a fun job? My wife and I had bought a home in the mountains of Northern Arizona and we eventually wanted to move. The stuff that I work on now can be done remotely.
  • Why is this same book being pimped AGAIN on /.?
    after the first time I persuaded my boss to buy it. Several of us read it and thought:

    meh

    Im sick of books trying to ram ONE specific method for doing stuff down your throat. I dont need sample code, and I dont need to be told what to call my systems, I need IDEAS. Good AI is absed on good concepts, nothing mroe detailed. I recommend Steve Grands books if you want an AI book that actually makes you think.
  • Rubber-banding (Score:2)

    by jason.hall (640247) on Wednesday August 10 2005, @04:33PM (#13289456)
    (http://www.jasonhallphoto.com/ | Last Journal: Thursday October 02 2003, @08:39AM)
    My #1 most hated gaming "feature" is the rubber-banding that occurs in racing games. I hate being in the lead by 1/2 lap on the final lap, drive perfectly and STILL be surrounded by cars at the finish line. Yes, I know this is meant to add excitement to the finish, but if I drive well enough to have an insurmountable lead entering the final lap, dammit, let me enjoy it!!
  • Quake AI (Score:1)

    by Durzel (137902) on Wednesday August 10 2005, @05:01PM (#13289664)
    (http://www.superficial.net/)
    Something I really liked which resonated with me for quite a while was how in Quake if a monster got hit by another monster inadvertently, it turned its attention away from you and tried to attack the thing that hit it. A monster-on-monster fight then ensued with the strongest winning out.

    I think the reason it struck a chord with me was that it was behaviour that I hadn't seen before. Prior to that every FPS I had played followed a very formulaic "monster sees player, monster attacks player, player or monster dies". Hardly intelligent behaviour.

    Max Payne is also something that stuck out - again not really from AI in the strictest sense of the word, more the simulation of realistic behaviour - like Quake. Come across two baddies and they start talking about how badass you are, and how they really don't want to come across you.

    All scripted of course, but wouldn't it be great if their fear and dialogue was based on how accurate/infamous you currently were? Maybe if you weren't that accurate or often got hit they could joke about you, or something.

    I am of the opinion that AI in games is not just about improving how monsters attack you, but the perception of them as living entities with self-preservation, their own agendas, etc.
  • by hode (771261) on Wednesday August 10 2005, @05:35PM (#13290002)
    Has anyone read Brian Greenstone's Game Programming Guide for Mac OS X? I'm curious if that is a better place to start than this book.

    Note: This is not a plug, I'm not the author, and your offtopic mods don't scare me. :)
  • Just for games? (Score:1)

    by Jambon (880922) on Wednesday August 10 2005, @05:51PM (#13290135)
    (Last Journal: Wednesday October 12 2005, @10:30PM)
    I know this is a bit offtopic, but why is there not as much focus on making a decent AI for things other than games? I mean, shouldn't there be AI in other things? I know DARPA is one good example, but it would be nice to have AI for non-military purposes. I would find it quite an interesting undertaking to come up with an AI that could survive in normal conversation. Some group should set up a competition like DARPA for conversational AI, or start an opensource project for it.

    Hell, maybe someday AI will replace telemarketers. Then you won't feel quite so bad about playing jokes or hanging up on them (I know some of you don't feel bad about it already, but you have to understand that some of the people are just desperate for money and that's the only job they have).

  • AI (Score:1)

    by cpangelich (843650) on Wednesday August 10 2005, @06:43PM (#13290473)
    (http://devedia.com/dosghost/)
    General Dynamics hired my uncle to make tanks that can operate on autopilot in the battlefield. I was having some success at AI but stopped working on it when I realized what it would be used for.
    • Re:AI by cpangelich (Score:1) Thursday August 11 2005, @10:40AM
    • 1 reply beneath your current threshold.
  • AI wont be understood... (Score:3, Insightful)

    by blahplusplus (757119) on Wednesday August 10 2005, @09:46PM (#13291449)
    ... until they realize biological intelligence is the place where AI really needs to start. It seems pretty ass backward to model biological behaviour on a machine when you don't understand the mechanics of Biological or human consciousness.

    My guesss is 'real' true AI, that see's the world like us and senses it like us wont be understood for a long time. Because lets face it, what AI really gives us is precise tools, to do all the jobs we cannot more precisely, but the fact is these greater functions were made by us, and are still reliant on our wetware brains for their superior formation and organization, and are only as good as we build them to be.

    AI is supposed to do more and be more then just an automaton running algorithms, what I mean is, it has to self-aware environment like we are, when we are very young when we are first born we run algorithms that build some the foundation of the mind, none of us remember learning to walk or our first words within our first year or two, our self-awareness, 'we' as we experience ourselves don't wake up until between 2 and 4 year of age, this can vary somewhat depending on how fast the brain develops but the biology does most of the 'plumbing work' for us to build a foundation / mature the brain structures, to the point where enabling self-awareness makes sense.

    Babies may seem alive and self-aware when they are very young but they are not, they do not experience the world at all like 6 year old, they are effectively asleep until the brain has matured to the point where self-awareness is achievable, we do not understand this process and until this is understood AI will be a wet dream if we truly want to create intelligences like human beings that are not merely machines not aware of their own existence responding in like a live human being in every respect, but not really alive. You can only really be said to be alive if you awake.

    People in their sleep speak and move and do all sorts of 'living' things but they are not aware that they are doing so, it's all automatic, this is basically what most if not all AI will be like until we understand the threshold of what causes human self-awareness.
  • by renoX (11677) on Thursday August 11 2005, @12:31AM (#13292089)
    If I understand the review, the idea is rendering the environement for the AI, the problem of course with this idea is that it can be very cpu consuming..
    Of course you don't have to do the full rendering, but for exemple light condition should have an impact on visibility so the rendering must be quite detailed..
  • Two categories? (Score:1)

    by Tune (17738) on Thursday August 11 2005, @03:31AM (#13292699)
    Many books have been dedicated to studying and expanding the field of AI, but generally fall into two categories: those that concentrate on AI as a research topic, and those that concentrate on AI in the field of game development.

    IMHO the traditional subdivision of AI is between expert systems and automated learning. Games, is a field of applications, as are language technology, machine vision and machine operation optimization, for example. Games are really just a fringe.

    The two categories categories proposed here are like saying: "there are 'basically' two categories for programming languages: LISP and non-functional languages." Here, 'basically' makes no sense outside the scope of LISP.

    For a more accepted categorization of AI, look here [wikipedia.org]
    • 1 reply beneath your current threshold.
  • I was skimming a book on AI and games (maybe even this one) and they pointed out some neat tricks that aren't 'realistic' but which result in useful behavior. In "No One Lives Forever", the enemies would plot a path to you, trying to find the least "costly", generally the shortest.

    But when the first one found a path to you, they would mark the grid point just before you with a high (but not infinite) 'cost'. Then the next enemy to plot a path to you would naturally try to avoid that spot, but would use it if there were no other choice.

    Presto, enemies naturally try to come at you from multiple directions, without having to spend a lot of expensive cycles on modelling 'intelligent' coordination and strategy.

  • by Triple Click (898568) on Wednesday August 10 2005, @02:57PM (#13288585)
    *blinks*

    ...yeah...

    (slowly backs away)
    [ Parent ]