State of the art game AI in 2012?
#1 Members - Reputation: 143
Posted 12 June 2012 - 05:38 PM
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Posted 12 June 2012 - 06:25 PM
"Interesting" is also a point of view. There are some interesting developments in games like Go, where AI is still very primitive compared to even novice players; and there are other interesting things going on where games like Checkers are completely solved for all possible games; and still more interesting things in the middle ground where people work on stuff like sports AIs and whatever else.
In short: can you narrow down the question a bit? :-)
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Posted 12 June 2012 - 07:44 PM
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Posted 12 June 2012 - 09:06 PM
There are some interesting developments in games like Go, where AI is still very primitive compared to even novice players; and there are other interesting things going on where games like Checkers are completely solved for all possible games [...]
Sorry to nitpick, but go programs are at the level of very strong amateurs (see http://dcook.org/gobet/), and checkers has not been solved for all possible games, but has only been weakly solved (which means we know the value of the root under perfect play (draw)).
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Posted 15 June 2012 - 06:16 AM
When I say advanced I don't really mean the newest discoveries. For example planning systems go as back as 1971(STRIPS), and even earlier.
There is a lot of difference in the purpose between Game AI and Academic AI. If you are interested in the above subjects, as mentioned before, aigamedev is a really good place to start reading.
For bots in shooters I remember liking what they did with killzone's AI:
http://www.cgf-ai.co...killzone_ai.pdf
In call of duty and the likes most of it is scripted and not really interesting or special.
Edited by clickalot, 15 June 2012 - 06:18 AM.
#8 Members - Reputation: 160
Posted 16 June 2012 - 09:49 AM
Second to that is Microsoft Kinect. It detects people and estimates poses in real time, even against cluttered backgrounds. Very artificially intelligent.
Most of the best AI is in things you don't notice... Path estimation to reduce the appearance of lag, algorithms to ensure realistic poses and animations, navigation algorithms, etc...
Most video game NPCs use scripted behavior or simple hard coded behaviors. You will find the most interesting AI where a machine needs to interface with reality, but at that point it tends to become very transparent.
Some UAVs have pretty slick AI for target tracking and line-of-sight planning. Googles self driving car is another example.
#9 Members - Reputation: 206
Posted 06 July 2012 - 03:46 PM
I assume this is what ApochPiQ was referring to when he described the term AI as overloaded. IMHO, most of the examples you give are not intelligence at all, rather, they are heuristic or algorithmic solutions to problems. Personally, I would prefer to reserve the term intelligence for solvers, not solutions. I think this is really where the divide between academic and industrial/practical AI is most noticeable. Most research and development tends to focus on solvers, or at least generalized solutions.The state of the art is IBMs Watson. Nothing else comes close to it's achievements.
Second to that is Microsoft Kinect. It detects people and estimates poses in real time, even against cluttered backgrounds. Very artificially intelligent.
Most of the best AI is in things you don't notice... Path estimation to reduce the appearance of lag, algorithms to ensure realistic poses and animations, navigation algorithms, etc...
Most video game NPCs use scripted behavior or simple hard coded behaviors. You will find the most interesting AI where a machine needs to interface with reality, but at that point it tends to become very transparent.
Some UAVs have pretty slick AI for target tracking and line-of-sight planning. Googles self driving car is another example.
I can't disagree with you about the state of game AI. There are some exceptions, but most games seem to prioritize predictable fun over emergent behavior.
That being said, the things that most games do with AI and the things that games could do with AI are very different.






