11 Facts About Game AI

1.

Many industries and corporate voices claim that so-called video game AI has come a long way in the sense that it has revolutionized the way humans interact with all forms of technology, although many expert researchers are skeptical of such claims, and particularly of the notion that such technologies fit the definition of "intelligence" standardly used in the cognitive sciences.

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2.

However, people in the field of AI have argued that video game AI is not true intelligence, but an advertising buzzword used to describe computer programs that use simple sorting and matching algorithms to create the illusion of intelligent behavior while bestowing software with a misleading aura of scientific or technological complexity and advancement.

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3.

Game AI playing was an area of research in AI from its inception.

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4.

One of the first examples of AI is the computerized game of Nim made in 1951 and published in 1952.

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5.

Many experts complain that the "AI" in the term "game AI" overstates its worth, as game AI is not about intelligence, and shares few of the objectives of the academic field of AI.

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6.

Commercial game AI has developed its own set of tools, which have been sufficient to give good performance in many cases.

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7.

Game AI developers' increasing awareness of academic AI and a growing interest in computer games by the academic community is causing the definition of what counts as AI in a game to become less idiosyncratic.

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8.

Nevertheless, significant differences between different application domains of AI mean that game AI can still be viewed as a distinct subfield of AI.

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9.

For example, inferring the position of an unseen object from past observations can be a difficult problem when AI is applied to robotics, but in a computer game a NPC can simply look up the position in the game's scene graph.

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10.

For example, if the AI is given a command to check its health throughout a game then further commands can be set so that it reacts a specific way at a certain percentage of health.

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11.

The AI uses a planner to generate context-sensitive behaviors, the first time in a mainstream game.

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