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Can AI SDKs Help?
The single biggest topic of discussion at the GDC 2000 roundtables was the feasibility of AI SDKs. There are at least three software development kits currently available to AI developers:
Many developers (especially those at the "AI for Beginners" session) were relatively unaware of these toolkits and hence were very interested in their capabilities. It didn't seem, however, that many of the more experienced developers thought these toolkits would be all that useful, though a quick poll did reveal that one or two developers were in the process of evaluating the DirectIA toolkit. Most expressed the opinion that one or more SDKs would come to market that would prove them wrong.
In discussing possible features, most felt that an SDK that provided simple flocking or pathfinding functions might best meet their needs. One developer said he'd like to see some kind of standardized "bot-like" language for AI scripts, though there didn't seem to be any widespread enthusiasm for this idea (probably because of fears it would limit creativity). Also discussed briefly in conjunction with this topic was the matter of what developers would be willing to pay for such an SDK, should a useful one actually be available. Most felt that price was not a particular object; developers today are used to paying (or convincing their bosses to pay) thousands of dollars for toolkits, SDKs, models, and the like. This indicates that if somebody can develop an AI SDK flexible enough to meet the demands of developers, they should be able to pay the rent. Technologies on the Wane
It's become clearer since last year's roundtables that the influence of the more "nontraditional" AI techniques, such as neural networks and genetic algorithms (GAs), is continuing to wane. Whereas in previous years developers had many stories to tell of exploring these and other technologies during their design and development efforts, at this year's sessions there was much more focus on making the more traditional approaches (state machines, rules-based AIs, and so on) work better. The reasons for this varied, but essentially boiled down to variations on the fact that these approaches are better understood and work "well enough." Developers seemed to want to focus much more on how to make them work better and leave exploration of theory to the academic field. Genetic algorithms have taken a particularly hard hit in the past year. There wasn't a single developer at any of the roundtables that reported using them in any current projects, and most felt that their appeal was overrated. While last year's group had expressed some interest in experimenting with using GAs to help with game tuning, the developers who had tried reported this year that they hadn't found this to be very useful. Nobody could think of much use for GAs outside of the well-known "life simulators" such as the Creatures and Petz series. The one exception to this, as previously noted, is the continued use of A-Life techniques. From flocking algorithms that help guide unit formations (Force 21, Age of Kings, Homeworld) to object-oriented desire/satisfaction approaches (The Sims), developers are finding that these techniques make their games much more lifelike and "predictably unpredictable" than ever before. Where We're Headed Always interesting at the roundtables are the inevitable discussions of where the industry in general, and game AI in particular, is headed. As usual, we got almost as many opinions as there were attendees, but some common trends could be seen emerging down the road. Everybody thought that game AI would continue to be an important part of most games. The recent advances were unlikely to be lost to a new wave of "gee-whiz" 3D graphics engines, and the continued increase in CPU and 3D card capabilities was only going to continue to give AI developers more horsepower. There was the same feeling as last year that the industry would continue to move slowly away from monolithic and rigid rules-based approaches to more purpose-oriented, flexible AIs built using a variety of approaches. It seems safe to assume that extensible AIs will continue to enjoy some popularity and support among developers, mostly in the first-person shooter arena but also in more sophisticated strategy games.
Academia and the defense establishment continue to influence the game AI field (see John Laird's "Bridging the Gap Between Developers and Researchers" to be published in Part Two next week), though it sometimes seems that the academic world learns more from game developers than the other way around. For the most part, developers seem to feel that the academic study of AI is interesting but won't really help them ship their product, while researchers from the academic field find the rapid progress of the game industry enviable even if the techniques aren't all that well documented. There can be no doubt that the game AI field continues to be one of the most innovative areas of game development. We know what works and tools are beginning to appear to help us do our jobs. With CPU constraints essentially eliminated and the possibilities of good game AI now part of the design process, AI developers can look forward to a bright future of innovation and experimentation. Web
Sites www.gameai.com www.gamedev.net www.red.com/cwr.boids.html www.pcai.com/pcai http://ai.eecs.umich.edu/people/laird/gamesresearch.html www.aaai.org Newsgroups Papers Laird, J. E. "It Knows What You're Going to Do: Adding Anticipation to a Quakebot." Proceedings of the AAAI 2000 Spring Symposium Series: Artificial Intelligence and Interactive Entertainment, March 2000 (AAAI technical report #SS-00-02). Books Russell, Stuart J., and Peter Norvig. Artificial Intelligence: A Modern Approach. Upper Saddle River, N. J.: Prentice Hall, 1995. Discuss this article in Gamasutra's discussion forums ________________________________________________________
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