Rule based systems:
comprised of a database of associated rules
relatively simple to use and can be exhaustively tested
rule sets can be written using simple proprietary scripting languages, rather than full programming languages
scripting languages available to the general public
Learning systems:
a set of extremely powerful learning techniques which have been used widely in industry and academia
it is difficult to frame a learning problem in the dynamic worlds in which games are set
game developers do not have a great
understanding of learning techniques
The need for really intelligent solutions (examples):
units in strategy games that cannot find their way safely across a game environment
partner characters that get in the way of the player
Cheating the player:
see through walls
always have perfect aim
limitless amunition
endless recources
Intelligent agents propeteries:
autonomy (operating without intgervention of human and having kind of control of him)
social ability (interacting with other agents)
reactivity (perceiving their environment)
pro - activness (they are able to exhibit goal-directed behaviour by taking the initiative)
Reactive agents:
operate in a hardwired, stimulous-response driven manner
they require very little support infrastructure
reactive architectures are completely deterministic
every situation must be encoded within a system’s rules (no learning or adaptability)
design of a reactive system is extremely difficult
not capable of any kind of long term planning
Deliberative agents:
they build internal models of their world, which they then use to formulate plans to achieve goal states
the main advantage is ability to form long term plans
cannot make the real-time guarantees
they require constant maintenance of a knowledge base
Hybrid agents:
combine aspects of both the reactive and deliberative approaches (ex mixing the time critical behaviours with long term planning)
Reqiurements of ntelligent Agents as Virtual Humans:
illusion of believability
choosing reasonable actions and respond realistically
should have strong personality and be capable of showing emotion
must appear to make choices which improve their situation
Relationships:
engaging users in interactions
maintaining relationships with both the user and other agents
Fidelity - refers to the fact that virtual reality systems need only remain true
Proactivity - considering the moments before and after a character appears in a scene as crucial (theatre). Traditional game agent techniques ignore these two notions completely..