The Turing Test for Game AI Bing Gordon Electronic Arts June 2005 “I wish someone would…” …develop a 'metric' for computer npc ai. Kind of an eliza scorecard.” 1. Context Powers of 10… 1981 Atari VCS 1986 NES 1989 Sega Genesis 1994 Sony Playstation 2001 Playstation 2 2006 PSX3/Xbox 2 2012? PS4/Xbox 3? 128 bytes 2K + 2K 64K+64K 2 MB + 512K 32MB +4MB 512MB 5G? Context Powers of polish … 75% of 90+ rated games are hits. 25% of 90+ rated movies are hits. Source: Metacritic.com Powered by Feature Innovation Aspirations Tiger swing Gameface Franchise mode Dynamic sports news Assymmetrical sides Badges Anti-grav gun Auction House Living city Crash mode Freestyle Console online voice and custom maps Quality bars of the near-future Procedurally generated content “Emergent” behaviors, collisions Believable characters 100x physics Portable avatars, persistent assets Communities Economies and money Camera POV and LOD drives gameplay Collaborative and dynamic intelligences AI could be a “killer app” feature of next gen Characters: – – – – Awareness Memory Complex motives, simple commands 100x RAM allocation Procedural responses – Parsers – Stitching – Pathfinding and cover Must be co-developed with animators! – Game AI must be acted out and seen – Expressions & gestures> pathing 2. EA Learning We are Influenced by the success of our “Killer Apps” Pinball Construction Set -- floppy disk Deluxe Paint -- graphics co-processor EA Sports – 16-bit processor Interactive movies – cd-rom MMO’s – servers Sims – object-oriented programming Spore – procedural animation Etc. 2. EA Learning EA Sports is a tech story 16-bit (1990) Sports simulations – Individual ratings – Dynamic simulations Playstation (1994) 3D Sports – Z-axis passing, tackling Playstation 2 (2000) Articulation – Skeletal modeling and animation What EA learned from John Madden The Oakland Raiders playbook – Matchup strategy – 5 zones of field-position One Knee Equals Two Feet – Player ratings – All-Madden team The Madden Test (of game AI) 1985: “That’s not football!” 1990: “I’d fire the coach!” 1995: “What are those guys doing?” 2000: “Rookie, you’re cut!” 2005: “That’s the way I designed it!” Madden Football Genesis 23% Madden 97 Playstation 54% Madden 2001 Playstation 2 63% Madden 2005 PS2 83% 3. Reviewers What EA learned from www.metacritic.com 1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) 94 -- Madden NFL 2002 97 -- Grand Theft Auto III 12) 94 -- Madden NFL 2004 97 -- Tony Hawk's Pro Skater 3 13) 94 -- Burnout 3: Takedown 96 -- Metal Gear Solid 2: Sons of Liberty 14) 94 -- NCAA Football 2004 95 -- Grand Theft Auto: Vice City 15) 94 -- Virtua Fighter 4 95 -- Grand Theft Auto: San Andreas 16) 93 -- Pro Evolution Soccer 95 -- Gran Turismo 3 A-Spec 17) 93 -- SSX 95 -- Madden NFL 2003 18) 93 -- SSX 3 95 -- Tony Hawk's Pro Skater 4 19) 93 -- World Soccer Winning 95 -- Devil May Cry Eleven 6 International 94 -- God of War 20) 93 -- NFL2K 3. Reviewers AI is not critical…yet AI cited for 6/20 top PS2 games. – Metal Gear, NFL x 4, Soccer AI cited for 3/10 top PC games. – Half Life x 2, Civilization When AI is applauded… Appropriate npc behaviors – Dynamic adjustments – Satisfying mistakes – Coordinated attacks/retreats Challenging opponent When AI is punished… Too easy – No cover – “Money plays” Too dumb – Low awareness – “Deer in headlights” "Do NOT duck inside those doors, men! Honorable warriors need no cover!" Pointless Waste of Time.com 4. An experiment A Turing Test for Game AI (version 1.0) Clips from 5 games – Madden, FIFA, Fight Night, Mortal Kombat – Many others could not be tested “Player or AI controlled?” App by Karim Mahrous, UCD phd candidate Format of test Watch a clip, multiple replays Player or AI control for specific character. Rationale: – – – – – – Pathing Reaction Timing Effectiveness Orientation Awareness 80 respondents App Madden 2001 Madden 2001 Results Madden 2005 – Clip 1 Madden 2005 – Clip 1 Results Madden 2005 – Clip 2 Madden 2005 – Clip 2 Results Results are discouraging (so far) 60% accurate Clip > game or technology 0 correlation between rationale, correctness Possible improvement in “orientation” AI between Madden 01 and 05. 5. For example Feature metacritic planning for Competitive quality bar Enemy Combat AI Metal Gear Solid 2 – – – – – – 95 metacritic overall Cited by 4/5 top reviews #2-4 feature mentioned “communication chain” “perceptive reinforcements” “teams of soldiers will find you” – “frighteningly intelligent” – “Outclassing every game on PS2” Half Life 2 – – – – – – 95 metacritic overall Cited by 2/3 top reviews #5 feature mentioned “use cover effectively” “run away from grenades” “actively hunt players down and flank you ” – “if you hurt them, they set up traps” – “Nothing less than incredible” Hall of fame feature Opponent command AI Civilization 2 – – – – – 94 overall Cited by 3/3 top reviews #2-5 feature mentioned “you pay for your mistakes” “clever and resourceful in negotiation” – “respects your power in battles” – “may act like a bonehead at times” Madden Football – – – – – – – – 94 overall Cited by 3/6 top reviews #2-6 feature mentioned “Geek out the AI to the viciousness you like” “Players make plays all over the field” “Tough half-time adjustments” “Gone are the massive scores…” “AI is advanced to another level” Hall of Fame Feature Pathfinding and formations Rome: Total War – 92 overall – Cited by 2/4 top reviews – #5 feature mentioned – “enjoyable and convincing” – “centered around troop morale” – “moments of divine inspiration” – “on occasion, cretinous” Recommended Spore AI goals Half Life 2: enemy hunting AI Metal Gear Solid 2: communication chains Civilization 2: city/star combat and diplomacy Madden Football: “half time adjustments” Rome Total War: pathfinding and formations Plus: – Procedural combat – Collaborative filtering 10 predictions Areas of discovery for next-gen features My bookshelf Confessions of an Advertising Man, Ogilvy Positioning, Ries and Trout The Fifth Discipline, Senge How Hits Happen, Farrell Net Gain, Hagel & Armstrong The Innovator’s Dilemma, Christenson The Medici Effect, Frans Johansson Thanks bgordon@ea.com