SlideShare a Scribd company logo
4
Most read
6
Most read
7
Most read
ARTIFICIAL INTELLIGENCE IN GAMINGPresented by: Vivek M BhasiUnder the guidance of Mr PramodPavithran
School of Engineering, CUSAT 2
ITS HARD WORK!!! •8192 processors•2.8 TB of memory in the blue gene l supercomputer 
•22 million neurons 
•11 billion synapses School of Engineering, CUSAT 3
SIMULATION OF HUMAN BEHAVIOUR… IMPOSSIBLE??? •Simulation of actual human behaviour would be extremely difficult if not impossible•Quite often the games give a perception of reality•ie: Games appear to have characters who are much more “intelligent” than they actually are… 
School of Engineering, CUSAT 4
SO HOW DO THEY DO IT THEN??? 
School of Engineering, CUSAT 5
STATE MACHINES•Sometimes non-player characters make decisions using state machines•Each non-player character would have a certain number of states which it will go to when certain criteria are met. •An example can be cited from old FPSs •As the intelligence of the characters increases the decision trees associated with their actions become more complex•The core behaviour of the NPCs are defined only by a few states. The remaining states are for rare circumstatnces. 
School of Engineering, CUSAT 6
DISADVANTAGES OF STATE MACHINES•State machines are inherently predictable to a certain degree•There is a limit up to which the number of states can be increased•Defining the transitions between the states is a difficult task 
School of Engineering, CUSAT 7
THE PLANNING SYSTEM•Allows various characters on-screen to act uniquely 
•Aplanning system makes a gaming character work out what it has to do in order to fulfil an objective. 
•In order to achieve a goal, the computer looks at the situation in which it wants to be, and then work backwards from it to calculate the best way of achieving the desired result. 
School of Engineering, CUSAT 8
WORKING BACKWARDS…..AN EXAMPLE•In an FPS the objective of the AI bots is to make sure the target is dead. •But since the objective hasn’t been accomplished yet, the preconditions are analysedin a backtracking fashion•This process continues till the basic precondition is reached . •Then the AI starts satisfying each condition starting from the base case till the final objective is met. 
School of Engineering, CUSAT 9
ALL TERRAIN•Now that we have characters that seem intelligent , how do we make them know where they are? •The AI characters can’t see the game world as it would take a huge amount of processing power•The characters need some sort of guide to give them an idea of where they can go 
School of Engineering, CUSAT 10
•This often takes the form of a navigation grid that shows obstacles and the shape of the terrain, but developers often also use a navigation mesh (usually called a navmesh) that’s local to the current 3D scene. 
•A navmeshis basically a low-resolution 3D mesh that sits on top of a 3D scene and shows an AI character the areas to which it can move, as well as featuring tags and hints to the AI that have been placed by the designer 
•“The designer will place this invisible mesh any place he wants the AI character to potentially move to". 
School of Engineering, CUSAT 11
NAVMESHIN ACTION•Animators create a variety of animations that the game designers can use according to the terrain•These animations are used by the designers to make the characters traverse certain areas. •Navmeshesprovide a method for NPCs to find paths and also offers extra spatial information 
School of Engineering, CUSAT 12
NAVIGATING THROUGH VOLUME•Navigating through the entirety of the space available to the NPCs makes the gaming experience more realistic•To address this issue something called“segments” are used. 
•Segments are a series of points and links, which may or may not be on or attached to the navmesh. 
•The AI is free to create paths using these segments just as it would on a normal navmesh 
School of Engineering, CUSAT 13
•The planning system is used to combine different segments, thus creating paths in space where the characters can move in. •The probable destinations of the moving characters are calculated in order to avoid collisions•Highly complicated programming involved 
School of Engineering, CUSAT 14
DESTRUCTIBLE ENVIRONMENTS•Adds to the realistic experience of a gamer•Gamers can cause damage to the environment and thereby affect the gameplay 
School of Engineering, CUSAT 15
HOW IT WORKS•The NPCs keep checking their environments every 0.5 to 1 sec and respond to the changes using the planning system•Changes can be identified by using Navmeshes•ie: Whenever rigid bodies are removed from the environment , their corresponding outlines are identified in the navmeshand the characters are made to respond accordingly. 
School of Engineering, CUSAT 16
AI IN GAMES-WHERE NEXT? •The general mindsetof gamers are changing… •AI acceleration is being welcomed more than ever•Advancements ?......After the state machines and the planning system , the next step is Online learning ie: Online chatbotssuch as Jabberwackylearn as a result of constant online input.(strategies , playing styles etc) 
School of Engineering, CUSAT 17
CONCLUSION•Simulating actual human behaviour is very difficult and so games use various forms of trickery to give an impression of intelligent behaviour•The ultimate aim of AI is to improve the gaming experience and give a realistic feel to the game•Various methods including state machines, planning systems ,online learning etcare used to run and improve the AI. 
School of Engineering, CUSAT 18
THANK YOU 
QUESTIONS??? 
School of Engineering, CUSAT 20

More Related Content

PPTX
Artificial Intelligence in Gaming
PPTX
Artificial intelligence and video games
PPTX
Arduino for beginners- Introduction to Arduino (presentation) - codewithgauri
PPTX
5. gray level transformation
PPT
Game Playing in Artificial Intelligence
PPTX
INTEL 80386 MICROPROCESSOR
PDF
Digital image processing using matlab: basic transformations, filters and ope...
PPTX
Augmented reality ppt
Artificial Intelligence in Gaming
Artificial intelligence and video games
Arduino for beginners- Introduction to Arduino (presentation) - codewithgauri
5. gray level transformation
Game Playing in Artificial Intelligence
INTEL 80386 MICROPROCESSOR
Digital image processing using matlab: basic transformations, filters and ope...
Augmented reality ppt

What's hot (20)

PPT
Artificial intelligence In Modern-Games.
PDF
Artificial Intelligence in games
PPTX
Artificial Intelligence in Gaming.pptx
PPTX
AI in gaming
PPTX
Artificial Intelligence in Gaming
PPT
18364 1 artificial intelligence
PPTX
Minimax
PPTX
Game development
PPTX
Introduction to Game Development
PPTX
Introduction to Game Development and the Game Industry
PPTX
Game playing in artificial intelligent technique
PDF
Artificial Intelligence for the Film Industry
PDF
Creative AI & multimodality: looking ahead
PDF
Technologies Demystified: Artificial Intelligence
KEY
Artificial Intelligence in Computer and Video Games
PDF
Introduction to Game Development
PPTX
Game engines and Their Influence in Game Design
DOCX
FPS GAME FYP Documentation
PPTX
Introduction to game development
PPTX
Game Architecture and Programming
Artificial intelligence In Modern-Games.
Artificial Intelligence in games
Artificial Intelligence in Gaming.pptx
AI in gaming
Artificial Intelligence in Gaming
18364 1 artificial intelligence
Minimax
Game development
Introduction to Game Development
Introduction to Game Development and the Game Industry
Game playing in artificial intelligent technique
Artificial Intelligence for the Film Industry
Creative AI & multimodality: looking ahead
Technologies Demystified: Artificial Intelligence
Artificial Intelligence in Computer and Video Games
Introduction to Game Development
Game engines and Their Influence in Game Design
FPS GAME FYP Documentation
Introduction to game development
Game Architecture and Programming
Ad

Viewers also liked (20)

PPT
Artificial Intelligence
PPTX
Artificial Intelligence Presentation
PPT
Alpha beta prouning
PPTX
Artificial Intelligence Presentation
PPTX
Ai for games seminar: N-Grams prediction + intro to bayes inference
PDF
Alphabeta
PPT
6 games
KEY
Game AI 101 - NPCs and Agents and Algorithms... Oh My!
PDF
Why Artificial Intelligence is a Game Changer for Retail Data
PPT
Artificial intelligence Speech recognition system
PDF
Deep Learning - The Past, Present and Future of Artificial Intelligence
PPTX
AI SEO Presentation
PPTX
SCAI Presentation
PPTX
Why 3D, Games and Simulations Matter for Learning and Collaboration?
PDF
Seams 2012: Reliability-Driven Dynamic Binding via Feedback Control
PPTX
Artificial Intelligence in Video Games: A Love Story
DOCX
Game Paper
PDF
Game theory
PDF
Effects of clearance size on the dynamic response of planar multi body system...
PPT
A* Path Finding
Artificial Intelligence
Artificial Intelligence Presentation
Alpha beta prouning
Artificial Intelligence Presentation
Ai for games seminar: N-Grams prediction + intro to bayes inference
Alphabeta
6 games
Game AI 101 - NPCs and Agents and Algorithms... Oh My!
Why Artificial Intelligence is a Game Changer for Retail Data
Artificial intelligence Speech recognition system
Deep Learning - The Past, Present and Future of Artificial Intelligence
AI SEO Presentation
SCAI Presentation
Why 3D, Games and Simulations Matter for Learning and Collaboration?
Seams 2012: Reliability-Driven Dynamic Binding via Feedback Control
Artificial Intelligence in Video Games: A Love Story
Game Paper
Game theory
Effects of clearance size on the dynamic response of planar multi body system...
A* Path Finding
Ad

Similar to Artificial intelligence in gaming. (20)

PPTX
Synthetic environment
PDF
Vwl art pipeline explained----2
PDF
Understanding and improving games through machine learning - Natasha Latysheva
PPTX
Ai on video games
PPTX
Use of Artificial intelligence for chip design.pptx
PDF
Procedural Content Generation
PDF
Presentation sanlab workshops
KEY
Game Design 2: Lecture 12 - Platform Specific Design
PDF
Computer-Vision based Centralized Multi-agent System on Matlab and Arduino Du...
PDF
Create a Scalable and Destructible World in HITMAN 2*
PPTX
Rival Assassins
PPTX
Rival assassins
PPTX
Rival assassins
PDF
VDP2016 - Lecture 14 Procedural content generation
PPTX
Ancient world online
PPTX
Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of H...
PDF
Building Non-Linear Narratives in Horizon Zero Dawn
PPTX
Reality As Your Next Build Target, Mobile AR, and the Future of Authoring
PDF
understanding our past to improve our future
PDF
International journal of engineering issues vol 2015 - no 2 - paper1
Synthetic environment
Vwl art pipeline explained----2
Understanding and improving games through machine learning - Natasha Latysheva
Ai on video games
Use of Artificial intelligence for chip design.pptx
Procedural Content Generation
Presentation sanlab workshops
Game Design 2: Lecture 12 - Platform Specific Design
Computer-Vision based Centralized Multi-agent System on Matlab and Arduino Du...
Create a Scalable and Destructible World in HITMAN 2*
Rival Assassins
Rival assassins
Rival assassins
VDP2016 - Lecture 14 Procedural content generation
Ancient world online
Leszek Szczepański (Guerrilla Games) - Creating quests in the open world of H...
Building Non-Linear Narratives in Horizon Zero Dawn
Reality As Your Next Build Target, Mobile AR, and the Future of Authoring
understanding our past to improve our future
International journal of engineering issues vol 2015 - no 2 - paper1

More from Rishikese MR (19)

PPTX
1 2 3 4 5 g
PPTX
Natural Language Processing
PPTX
Fuzzy Logic
PPTX
Crowd Sourcing With Smart Phone
PPT
BLUE BRAIN
PPT
The No SQL Principles and Basic Application Of Casandra Model
PPTX
CYBORG
PPTX
DATA WAREHOUSING
PPTX
Automatic 2D to 3D Video Conversion For 3DTV's
PDF
Middleware and Middleware in distributed application
PPTX
TOR NETWORK
PPTX
EMOTION BASED COMPUTING
PPTX
BITCOIN TECHNOLOGY AND ITS USES
PPTX
3D OPTICAL DATA STORAGE
PPTX
OUTERNET
PPTX
OVERVIEW OF FACEBOOK SCALABLE ARCHITECTURE.
PDF
Google Glass and its Features
PDF
Virtualization and cloud Computing
PDF
A seminar on neo4 j
1 2 3 4 5 g
Natural Language Processing
Fuzzy Logic
Crowd Sourcing With Smart Phone
BLUE BRAIN
The No SQL Principles and Basic Application Of Casandra Model
CYBORG
DATA WAREHOUSING
Automatic 2D to 3D Video Conversion For 3DTV's
Middleware and Middleware in distributed application
TOR NETWORK
EMOTION BASED COMPUTING
BITCOIN TECHNOLOGY AND ITS USES
3D OPTICAL DATA STORAGE
OUTERNET
OVERVIEW OF FACEBOOK SCALABLE ARCHITECTURE.
Google Glass and its Features
Virtualization and cloud Computing
A seminar on neo4 j

Recently uploaded (20)

PDF
Navsoft: AI-Powered Business Solutions & Custom Software Development
PPTX
Odoo POS Development Services by CandidRoot Solutions
PPTX
L1 - Introduction to python Backend.pptx
PDF
Adobe Illustrator 28.6 Crack My Vision of Vector Design
PPTX
Reimagine Home Health with the Power of Agentic AI​
PDF
Adobe Premiere Pro 2025 (v24.5.0.057) Crack free
PPTX
history of c programming in notes for students .pptx
PPTX
Agentic AI Use Case- Contract Lifecycle Management (CLM).pptx
PDF
Why TechBuilder is the Future of Pickup and Delivery App Development (1).pdf
PDF
System and Network Administraation Chapter 3
PPTX
Oracle E-Business Suite: A Comprehensive Guide for Modern Enterprises
PDF
EN-Survey-Report-SAP-LeanIX-EA-Insights-2025.pdf
PPTX
VVF-Customer-Presentation2025-Ver1.9.pptx
PDF
PTS Company Brochure 2025 (1).pdf.......
PDF
2025 Textile ERP Trends: SAP, Odoo & Oracle
PDF
Digital Strategies for Manufacturing Companies
PDF
Flood Susceptibility Mapping Using Image-Based 2D-CNN Deep Learnin. Overview ...
PDF
Claude Code: Everyone is a 10x Developer - A Comprehensive AI-Powered CLI Tool
PDF
Which alternative to Crystal Reports is best for small or large businesses.pdf
PPTX
Essential Infomation Tech presentation.pptx
Navsoft: AI-Powered Business Solutions & Custom Software Development
Odoo POS Development Services by CandidRoot Solutions
L1 - Introduction to python Backend.pptx
Adobe Illustrator 28.6 Crack My Vision of Vector Design
Reimagine Home Health with the Power of Agentic AI​
Adobe Premiere Pro 2025 (v24.5.0.057) Crack free
history of c programming in notes for students .pptx
Agentic AI Use Case- Contract Lifecycle Management (CLM).pptx
Why TechBuilder is the Future of Pickup and Delivery App Development (1).pdf
System and Network Administraation Chapter 3
Oracle E-Business Suite: A Comprehensive Guide for Modern Enterprises
EN-Survey-Report-SAP-LeanIX-EA-Insights-2025.pdf
VVF-Customer-Presentation2025-Ver1.9.pptx
PTS Company Brochure 2025 (1).pdf.......
2025 Textile ERP Trends: SAP, Odoo & Oracle
Digital Strategies for Manufacturing Companies
Flood Susceptibility Mapping Using Image-Based 2D-CNN Deep Learnin. Overview ...
Claude Code: Everyone is a 10x Developer - A Comprehensive AI-Powered CLI Tool
Which alternative to Crystal Reports is best for small or large businesses.pdf
Essential Infomation Tech presentation.pptx

Artificial intelligence in gaming.

  • 1. ARTIFICIAL INTELLIGENCE IN GAMINGPresented by: Vivek M BhasiUnder the guidance of Mr PramodPavithran
  • 3. ITS HARD WORK!!! •8192 processors•2.8 TB of memory in the blue gene l supercomputer •22 million neurons •11 billion synapses School of Engineering, CUSAT 3
  • 4. SIMULATION OF HUMAN BEHAVIOUR… IMPOSSIBLE??? •Simulation of actual human behaviour would be extremely difficult if not impossible•Quite often the games give a perception of reality•ie: Games appear to have characters who are much more “intelligent” than they actually are… School of Engineering, CUSAT 4
  • 5. SO HOW DO THEY DO IT THEN??? School of Engineering, CUSAT 5
  • 6. STATE MACHINES•Sometimes non-player characters make decisions using state machines•Each non-player character would have a certain number of states which it will go to when certain criteria are met. •An example can be cited from old FPSs •As the intelligence of the characters increases the decision trees associated with their actions become more complex•The core behaviour of the NPCs are defined only by a few states. The remaining states are for rare circumstatnces. School of Engineering, CUSAT 6
  • 7. DISADVANTAGES OF STATE MACHINES•State machines are inherently predictable to a certain degree•There is a limit up to which the number of states can be increased•Defining the transitions between the states is a difficult task School of Engineering, CUSAT 7
  • 8. THE PLANNING SYSTEM•Allows various characters on-screen to act uniquely •Aplanning system makes a gaming character work out what it has to do in order to fulfil an objective. •In order to achieve a goal, the computer looks at the situation in which it wants to be, and then work backwards from it to calculate the best way of achieving the desired result. School of Engineering, CUSAT 8
  • 9. WORKING BACKWARDS…..AN EXAMPLE•In an FPS the objective of the AI bots is to make sure the target is dead. •But since the objective hasn’t been accomplished yet, the preconditions are analysedin a backtracking fashion•This process continues till the basic precondition is reached . •Then the AI starts satisfying each condition starting from the base case till the final objective is met. School of Engineering, CUSAT 9
  • 10. ALL TERRAIN•Now that we have characters that seem intelligent , how do we make them know where they are? •The AI characters can’t see the game world as it would take a huge amount of processing power•The characters need some sort of guide to give them an idea of where they can go School of Engineering, CUSAT 10
  • 11. •This often takes the form of a navigation grid that shows obstacles and the shape of the terrain, but developers often also use a navigation mesh (usually called a navmesh) that’s local to the current 3D scene. •A navmeshis basically a low-resolution 3D mesh that sits on top of a 3D scene and shows an AI character the areas to which it can move, as well as featuring tags and hints to the AI that have been placed by the designer •“The designer will place this invisible mesh any place he wants the AI character to potentially move to". School of Engineering, CUSAT 11
  • 12. NAVMESHIN ACTION•Animators create a variety of animations that the game designers can use according to the terrain•These animations are used by the designers to make the characters traverse certain areas. •Navmeshesprovide a method for NPCs to find paths and also offers extra spatial information School of Engineering, CUSAT 12
  • 13. NAVIGATING THROUGH VOLUME•Navigating through the entirety of the space available to the NPCs makes the gaming experience more realistic•To address this issue something called“segments” are used. •Segments are a series of points and links, which may or may not be on or attached to the navmesh. •The AI is free to create paths using these segments just as it would on a normal navmesh School of Engineering, CUSAT 13
  • 14. •The planning system is used to combine different segments, thus creating paths in space where the characters can move in. •The probable destinations of the moving characters are calculated in order to avoid collisions•Highly complicated programming involved School of Engineering, CUSAT 14
  • 15. DESTRUCTIBLE ENVIRONMENTS•Adds to the realistic experience of a gamer•Gamers can cause damage to the environment and thereby affect the gameplay School of Engineering, CUSAT 15
  • 16. HOW IT WORKS•The NPCs keep checking their environments every 0.5 to 1 sec and respond to the changes using the planning system•Changes can be identified by using Navmeshes•ie: Whenever rigid bodies are removed from the environment , their corresponding outlines are identified in the navmeshand the characters are made to respond accordingly. School of Engineering, CUSAT 16
  • 17. AI IN GAMES-WHERE NEXT? •The general mindsetof gamers are changing… •AI acceleration is being welcomed more than ever•Advancements ?......After the state machines and the planning system , the next step is Online learning ie: Online chatbotssuch as Jabberwackylearn as a result of constant online input.(strategies , playing styles etc) School of Engineering, CUSAT 17
  • 18. CONCLUSION•Simulating actual human behaviour is very difficult and so games use various forms of trickery to give an impression of intelligent behaviour•The ultimate aim of AI is to improve the gaming experience and give a realistic feel to the game•Various methods including state machines, planning systems ,online learning etcare used to run and improve the AI. School of Engineering, CUSAT 18
  • 20. QUESTIONS??? School of Engineering, CUSAT 20