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Dave Mark's book,
"Behavioral Mathematics
for Game AI
"
is available on Amazon.com!


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Interview on AIGameDev

Back on April 5th, Alex Champandard of AIGameDev interviewed me for about 90 minutes for the Members portion of his site. Our topic was how to use behavioral mathematics (such as I cover in my book) to improve the bots in Left 4 Dead. We cover a lot of interesting information in the interview. Some of the examples refer to things I covered in my Post-Play'em columns on the AI in the game.

He has it posted in audio and video formats (although with me rocking back and forth in my office chair, I look like I'm autistic!). I seriously advise that you check it out. (You will need to have access to the members area to view it.) If you are already a member of AIGameDev, you can find the interview here:

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2009 GDC AI Roundtable Audio

I have just posted the audio from the GDC AI roundtables on my GDC 2009 page. You can either stream it from the plug-in or you can download it to your own machine.

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Choices: Not Just for Players Anymore

In a recent opinion article by James Portnow entitled The Problem Of Choice, the idea was posited that there are two types of decisions that a player can be faced with in a game: "problems" and"choices". The former is something that involves a "right answer" such as a mathematically optimal solution. Therefore, theoretically it can be solved. We are all familiar with such challenges ingames -- especially when designers make them all too transparent.The other type of decision is the "choice". These are a little more amorphous in that there is no "right answer". Games such as Bioshock (i.e. the Little Sisters) have these elements but others such as Black & White and the two Fable games are rife with them. In fact, the entire game mechanic is built upon the idea of "make a choice and change the whole experience."

While I agree with the excellent points that James made, I believethat this same mentality can be extended to the realm of AI as well. In fact, Imade this point in my lecture, Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters at the AI Summit at GDC a few weeks ago.  Specifically, I suggested that the incorporation of differences between characters can enable game design choices for us as developers which, in turn, enables gameplay choices for our audience. However, it is not simply the incorporation of personality, mood, and emotion that does this. It is often even simpler than that.

As programmers, we deal in a world of algorithms. Algorithms are, by definition, a series of steps designed to solve a particular problem. Even the ubiquitous yet humble A* pathfinding algorithm is sold as guaranteeing to"return the shortest path to a goal if a path exists." The emphasis is mine. It returns the shortest path -- the best decision. Now that we are using A* for other uses such as sifting through planning algorithms todecide on non-path-related actions, we are subscribing to the same approach. What is the best action I can take at this time? Unfortunately, that leads our AI agents along the same path as the player... "how can I solve this game?" The simple fact that our agents are looking for the one solution necessarily limits the variety and depth that they are capable of exhibiting. 

The irony involved here is that, in designing things this way, we cause our agents to approach something that should be a choice (as defined by Portnow) and turn it into a problem (i.e. somethingthat can be solved). Whether there is any "best" decision or not, our agents believe that there is... "belief" in this case coming in the form of whatever decision algorithm we happened to design into their little brains.

The solution to this is not necessarily technical. It is more of a willingness by designers and AI programmers to allow our agents to either

a) not make the "best" decision all the time, or

b) include decisions in the design to which there is no"best" solution at all.

Unfortunately, we have established a sort of industry meme that "we can't allow our agents to do something that is not entirely predictable". We are afraid of losing control. Here's a startling tip, however... if we can predict what our agents are going to do, so can our players! And I nominate predictability as one of worst air leaks in the tires of replayability.

One of the quotes that I used in that lecture and in my book on behavioral AI is from Sid Meier who suggested that a game is "a series ofinteresting choices". It is a natural corollary that in order for the player to make interesting choices, he needs interesting options (not math problems). One of the ways that we can present those interesting options is to allow our agents to make interesting choices (not solve problems) as well.

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Lost Contacts

I lost my email and contacts file in a virus escapade right after GDC. If I am supposed to have your email address, please tag me so I can re-add you.

Additionally, if you attended the AI Summit at GDC and I didn't get a chance to meet you, feel free to introduce yourself. You can find my contact information here.

Thank you.

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Looking for the GDC AI Roundtable notes and audio?

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