Conference

2017 TGDF Notes: Game AI and Level Difficulty

Speaker | Professor, National Taiwan University of Science and Technology | Wen-Kai Tai

Wen-Kai Tai is a professor at National Taiwan University of Science and Technology and a member of the GAME Research Center and GAME Lab. His work covers Procedural Content Generation, game design automation, game AI, player modeling, multimedia applications, industry-academia R&D, consulting, and government research projects.

─ Excerpted from TGDF official

These are personal notes and may not fully represent the original speaker’s intent.

AI goals

  • Tutorial
    • Help new players learn
    • Provide different difficulty settings
  • Training
    • Experienced and competitive players often want to practice
    • Strategically practice projects of certain difficulty
  • Replayability
    • More dynamic game value settings
  • Robust to change
    • Properties in the game that may need to be adjusted over time
    • Maintenance is required every time it is updated, saving programmers valuable time

Game process model

  • Game
    • Game = current game state + rules/logic
    • Current game state = (previous game state + previous player) + player set
  • State
    • Game state = current game time plus player data such as HP, troop strength, and country
  • Player
    • Player action decision = player + game status + player information
    • Player action decision = composed of multiple different actions
  • Player Action (Partial Player)
    • Player action = action algorithm + game state + player information
    • Example: Are costs considered during production? Are population limits considered?
  • AI Portfolio
    • AI portfolio = composed of multiple action algorithms

Game case: 8-ball

Game flow:

TGDF_AI_1

Decision process:

Player portfolio -> Strike action generation -> Table state evaluation -> Ball selection -> Shot execution

TGDF_AI_2

Player portfolio: strategy and skill settings.

TGDF_AI_3

Strike action generation:

Select hittable ball -> Select possible pocket -> Choose shot type -> Refine aim direction -> Search and optimize force

TGDF_AI_4 TGDF_AI_5

Table state evaluation:

Hit difficulty evaluation -> Ball evaluation -> Ball group evaluation -> Shot evaluation

TGDF_AI_6

TGDF_AI_7

Select target ball:

  • Random numbers
  • Rule resource size
  • Monte Carlo tree search (MCTS) thinking time length

AI portfolio:

TGDF_AI_8

  • Shot generation
  • Table state evaluation
  • Shot evaluation
  • Select target ball

Control AI through profiles:

TGDF_AI_9

Table state estimation - combat behavior:

TGDF_AI_10

Table state estimation - core process architecture:

TGDF_AI_11

Table state estimation - experimental results:

TGDF_AI_12

References

Attribution

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