| Computers Forum Index » Computer Artificial Intelligence - Games » What are the different types of game AIs? |
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| STJensen |
Posted: Thu Dec 06, 2007 6:40 pm |
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Guest
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Let's say there were awards given for the different types of AI
programs in computer games. What different types should probably get
an award?
The two that I can think of at this moment would be Tactical AI and
Player-AI Dialogue.
Tactical AI consisting of the computer program that handles combat
against the human player.
Player-AI Dialogue consisting of the computer program that converses
with the human player.
The first one is where it appears that computer game companies spend
most of their AI effort. Their objective being to make a good AI that
gives human players a satisfying challenge in combat situations
against computer opponents and makes the computer opponents operate in
a game like how human players would operate in a game. The Tactical
AI not "cheating" by being able to know information that players
wouldn't know if they were playing the computer opponent. For
example, the computer opponent not reacting to a human player that is
supposedly hidden behind a mountain in the game thus from view of the
computer opponent.
The second one (Player-AI Dialogue) is where computer game companies
seem to spend the least amount of their AI effort. Correct me if I am
wrong, but I don't think any computer game today even has voice
recognition for combat commands. To say nothing about conversing with
human players beyond pick-n-choose menu style, where the player is
given a limited number of choices when "talking" to a game character.
In fact, I do not know of a single computer game that even uses ELIZA-
style chatbots. But, again, if I'm wrong, do correct me.
Can you think of other game AI types that would warrant an annual
award? If you think the above two I gave should be further refined or
revised, tell how you would have them be.
Scott |
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| Josip Almasi |
Posted: Fri Dec 07, 2007 2:46 am |
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STJensen wrote:
Quote:
The second one (Player-AI Dialogue) is where computer game companies
seem to spend the least amount of their AI effort. Correct me if I am
wrong, but I don't think any computer game today even has voice
recognition for combat commands.
http://findarticles.com/p/articles/mi_m0EIN/is_2004_March_16/ai_114289268
http://www.cnet.com.au/games/hardware/0,239029706,339281011,00.htm
....
so there are *some* games that utilize voice commands, seems since 2004.
However, current voice recognition systems are crap:) They require user
to speak with constant amplitude and rhythm; people get excited playing
games, and voice recognition stops as game becomes interesting:)
Quote: To say nothing about conversing with
human players beyond pick-n-choose menu style, where the player is
given a limited number of choices when "talking" to a game character.
In fact, I do not know of a single computer game that even uses ELIZA-
style chatbots. But, again, if I'm wrong, do correct me.
Right.
Then again, I used ALICE-style chatbot[1], connected it to M$ voice
unrecognition system via JSAPI[2] and set it into a 3d evironment [3].
Held a number of presentations, i.e. on ECTS back in 2002.
Never made a game with these... well at least not yet;)
But from first hand experience, voice recognition is next to useless -
its stable only for very simple grammars only, forget talking chatbots
with 60000+ words.
Now its my turn to say correct me if I'm wrong, since I haven't played
with NLP for years.
[1] http://sf.net/projects/charliebot/
[2] http://www.cloudgarden.com/JSAPI/index.html
[3] http://www.vrspace.org/
Regards... |
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| STJensen |
Posted: Sun Dec 16, 2007 4:18 pm |
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Guest
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So there's only two types of AI for games? Tactical (most common) and
dialogue (rare)?
Scott |
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| STJensen |
Posted: Mon Dec 17, 2007 7:03 pm |
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Josip Almasi <j...@vrspace.org> wrote:
Quote: STJensen wrote:
So there's only two types of AI for games? Tactical (most common)
and dialogue (rare)?
Well in i.e. black & white, you can reinforce-learn your pet to do what
you want; i don't think its either.
So how would you classify it?
Scott |
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| STJensen |
Posted: Mon Dec 17, 2007 8:36 pm |
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On Dec 17, 11:42 am, Josip Almasi <j...@vrspace.org> wrote:
Quote: STJensen wrote:
Well in i.e. black & white, you can reinforce-learn your pet to do what
you want; i don't think its either.
So how would you classify it?
Other?
*laugh* Ok. Well, anyone care to take a stab at it?
Scott |
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| Josip Almasi |
Posted: Mon Dec 17, 2007 9:47 pm |
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Guest
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STJensen wrote:
Quote: So there's only two types of AI for games? Tactical (most common) and
dialogue (rare)?
Well in i.e. black & white, you can reinforce-learn your pet to do what
you want; i don't think its either.
Regards... |
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| Josip Almasi |
Posted: Tue Dec 18, 2007 1:42 am |
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STJensen wrote:
Quote: Well in i.e. black & white, you can reinforce-learn your pet to do what
you want; i don't think its either.
So how would you classify it?
Other?:)
Regards... |
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