Codex Gamicus
Register
Advertisement

The term Artificial Intelligence (AI) was first coined by John McCarthy who used it to mean "the science and engineering of making intelligent machines". It can also refer to intelligence as exhibited by an artificial (man-made, non-natural, or manufactured) entity. While AI is the generally accepted term others, including both Computational Intelligence and Synthetic Intelligence have been proposed as potentially being "more accurate."[1] The terms strong and weak AI can be used to narrow the definition for classifying such systems. AI is studied in overlapping fields of computer science, psychology, philosophy, neuroscience, and engineering, dealing with intelligent behavior, learning, and adaptation and usually developed using customized machines or computers.

Research in AI is concerned with producing machines to automate tasks requiring intelligent behavior. Examples include control, planning and scheduling, the ability to answer diagnostic and consumer questions, handwriting, natural language, speech, and facial recognition. As such, the study of AI has also become an engineering discipline, focused on providing solutions to real life problems, knowledge mining, software applications, strategy games like computer chess and other video games. One of the biggest difficulties with AI is that of comprehension. Many devices have been created that can do amazing things, but critics of AI claim that no actual comprehension by the AI machine has taken place.

History[ | ]

The first video games developed in the 1960s and early 1970s, like Spacewar!, Pong, and Gotcha (1973), were games implemented on discrete logic and strictly based on the competition of two players, without AI.

Games that featured a single player mode with enemies started appearing in the 1970s. The first notable ones for the arcade appeared in 1974: the Taito game Speed Race (racing video game) and the Atari games Qwak (duck hunting light gun shooter) and Pursuit (fighter aircraft dogfighting simulator). Two text-based computer games from 1972, Hunt the Wumpus and Star Trek, also had enemies. Enemy movement was based on stored patterns. The incorporation of microprocessors would allow more computation and random elements overlaid into movement patterns.

File:GLtronwin.jpg

Light cycle characters compete to be the last one riding, in GLtron.

It was during the golden age of video arcade games that the idea of AI opponents was largely popularized, due to the success of Space Invaders (1978), which sported an increasing difficulty level, distinct movement patterns, and in-game events dependent on hash functions based on the player's input. Galaxian (1979) added more complex and varied enemy movements, including maneuvers by individual enemies who break out of formation. Pac-Man (1980) introduced AI patterns to maze games, with the added quirk of different personalities for each enemy. Karate Champ (1984) later introduced AI patterns to fighting games, although the poor AI prompted the release of a second version. First Queen (1988) was a tactical action RPG which featured characters that can be controlled by the computer's AI in following the leader.[2][3] The role-playing video game Dragon Quest IV (1990) introduced a "Tactics" system, where the user can adjust the AI routines of non-player characters during battle, a concept later introduced to the action role-playing game genre by Secret of Mana (1993).

Games like Madden Football, Earl Weaver Baseball and Tony La Russa Baseball all based their AI on an attempt to duplicate on the computer the coaching or managerial style of the selected celebrity. Madden, Weaver and La Russa all did extensive work with these game development teams to maximize the accuracy of the games.[citation needed] Later sports titles allowed users to "tune" variables in the AI to produce a player-defined managerial or coaching strategy.

The emergence of new game genres in the 1990s prompted the use of formal AI tools like finite state machines. Real-time strategy games taxed the AI with many objects, incomplete information, pathfinding problems, real-time decisions and economic planning, among other things.[4] The first games of the genre had notorious problems. Herzog Zwei (1989), for example, had almost broken pathfinding and very basic three-state state machines for unit control, and Dune II (1992) attacked the players' base in a beeline and used numerous cheats.[5] Later games in the genre exhibited more sophisticated AI.

Later games have used bottom-up AI methods, such as the emergent behaviour and evaluation of player actions in games like Creatures or Black & White. Façade (interactive story) was released in 2005 and used interactive multiple way dialogs and AI as the main aspect of game.

Games have provided an environment for developing artificial intelligence with potential applications beyond gameplay. Examples include Watson, a Jeopardy-playing computer; and the RoboCup tournament, where robots are trained to compete in soccer.[6]

References[ | ]

  1. [1]
  2. First Queen at MobyGames
  3. Official Site. Kure Software Koubou. Retrieved on 19 May 2011 (Translation)
  4. Schwab, 2004, p. 97-112
  5. Schwab, 2004, p.107
  6. Emergent Intelligence in Games17 February 2011.
Advertisement