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11/7/08
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Professor Charles Rich Computer Science Department [email protected]
IMGD 400X (B 08) 1
AIIDE’08
Artificial Intelligence for Interactive Media and Games
IMGD 400X (B 08) 2
Artificial Intelligence and Interactive Digital Entertainment Conference
2008
October 22-24, 2008 Stanford University Stanford, California, USA
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Mission Statement
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AIIDE is the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers. Sponsored by the Association for the Advancement of Artificial Intelligence (AAAI), the conference is targeted at both the research and commercial communities, promoting AI research and practice in the context of interactive digital entertainment systems with an emphasis on commercial computer and video games.
By the Numbers
3 days about 130 attendees
• about 80% academic, 20% industry [guessing] 26 papers presented
• 23 academic, 3 industry 8 technical sessions 1 panel (mixed) 5 invited talks
• 1 academic, 4 industry
7 poster/demos (all academic) IMGD 400X (B 08) 4
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Technical Sessions
1. Applications of Reinforcement Learning
2. Singular Techniques
3. Planning for Actions, Story and Design
4. Social Intelligence
5. Stochastic and Evolutionary Approaches
6. Hierarchical Models for Behavior and Plot
7. Robustness and New Capabilities from Reasoning
8. Unconventional Pathfinding Applications & Approaches
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1. Applications of Reinforcement Learning
Intelligent Trading Agents for Massively Multi-player Game Economies
• J. Reeder, U. Central Florida • G. Sukthankar, U. Central Florida • M. Georgiopoulos, U. Central Florida • G. Anagnostopoulos, Florida Inst. of Technology
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Intelligent Trading Agents...
Goal: create intelligent trading agents for virtual markets
Example: Eve Online • 220,000 active players • 460,000 player characters • trading billions of units per
month
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Intelligent Trading Agents...
Roles for autonomous trading agents in MMORPG marketplaces
• provide liquidity for human players in less active markets (cf. Wall Street)
• mechanism for game designers to manage markets (e.g., deflate prices)
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Intelligent Trading Agents...
focus on the problem of creating agents with good “financial tactics” in buying and selling
show that a reinforcement learning approach based on the market microstructure can give a trading agent a competitive advantage in amassing wealth over standard fixed policies.
also need to protect agents from player exploitation (the introduction of easily duped trading agents in the virtual market would create an easy avenue for smart players to cheaply acquire rare items
imbuing agents with the ability to learn trading policies from recent historical data will make them potentially more resistant to predatory trading practices.
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Intelligent Trading Agents...
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agent trains on recent market data to learn optimal trading strategy
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Intelligent Training Agents...
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2. Singular Techniques
Lightweight Procedural Animation with Believable Physical Interactions
• Ian Horswill, Northwestern University
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Lightweight Procedural Animation...
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Lightweight Procedural Animation
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3. Planning for Actions, Story and Design
Simulation-Based Story Generation with a Theory of Mind
• H. Chang & V. Soo, National Tsing Hua University, Taiwan
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Simulation-Based Story Generation...
Goal: “Emergent narrative”, i.e., stories emerge from autonomous interactions among NPC’s and/or player
Challenge: How to guide narrative to be interesting
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Simulation-Based Story Generation...
“our main concern is whether the system can generate new stories”
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4. Social Intelligence
Otello: A Next-Generation Reputation System for Humans and NPCs
• M. Sellers, Online Alchemy, Inc.
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Next-Generation Reputation System...
23
Next-Generation Reputation System...
as more games merge into online social spaces, reputation systems are becoming increasingly important to players looking for gaming partners
also new gameplay ideas • compete on who is more respected, more loved,
or more feared • reward players who fill social roles, such as being
reputation “hub”, etc.
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5. Stochastic and Evolutionary Approaches
Constructing Complex NPC Behavior via Multi-Objective Neuroevolution
• J. Schrum & R. Mukkulainen, U. Texas Austin
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Constructing Complex NPC Behavior...
Goal: Discover NPC behavior automatically
Benefits: • save production time/effort • learn counterintuitive behaviors • find weaknesses in static scripts • tailor behavior to human plays
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27
15 NPCs attack player
Player
Bat
Infinite Plane
6. Hierarchical Models for Behavior and Plot
Hierarchical Petri Nets for Story Plots Featuring Virtual Humans
• D. Balas, C. Brown, A. Abonyi & J. Gemrot, Charles U. in Prague
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Hierarchical Petri Nets...
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Hierarchical Petri Nets
formal and graphical (intelligible, like FSM’s)
story plots can be branching
episodes can happen in parallel
can be hierarchical
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7. Robustness and New Capabilities from Reasoning
Recombinable Game Mechanics for Automated Design Support
• M. Nelson, Georgia Inst. of Technology • M. Mateas, U. California Santa Cruz
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Recombinable Game Mechanics...
GameMaker and Alice provide support for novices to implement games
How about a similar approach for designing game mechanics?
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Recombinable Game Mechanics...
Factor game design into four areas • abstract mechanics: state and state evolution
• concrete representation: audiovisual realization of game state
• thematic content: real-world references a game makes
• control mappings: how player interacts with game
Library of combinable components at all levels
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8. Unconventional Pathfinding Applications and Approaches
A Cover-Based Approach to Multi-Agent Moving Target Pursuit
• A. Isaza, J. Lu, V. Bulitko & R. Greiner, U. Alberta
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A Cover-Based Approach...
Goal: an efficient multi-agent system (algorithm) that is capable of capturing a single moving target
Challenge: to coordinate multiple pursuers
Solution: an elegant uniform algorithm based on “cover sets”
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A Cover-Based Approach...
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Panels & Invited Talks
Realistic Human Characters • Chris Darken, Naval Postgraduate School
• Richard Evans, EA/Maxis
• Borut Pfeifer, EA Los Angeles
• Michael Mateas, UC Santa Cruz
Experiments in Musical Intelligence • David Cope, UC Santa Cruz
The AI of Spore • Eric Grundstrom, EA/Maxis
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Invited Talks
Halo 3 Objective Trees: A Declarative Approach to Multiagent Coordination • Damian Isla, Bungie Studios
The Past, Present and Future of Game AI • Steve Rabin, Nintendo of America
Performing Intent • Doug Church, EA Los Angeles
• Borut Pfeifer, EA Los Angeles
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Questions? Comments?
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