The Quest for AI Game Designers | AI and Games #13

AI and Games · Intermediate ·📄 Research Papers Explained ·10y ago
Skills: UI Design53%
Game design is an intricate combination of common sense with video game aesthetics to create something fun and interesting for players. It is an entirely subjective process that varies depending on the type of game we are making and the experience the designer hopes to invoke. While we know good design when we see it, it often takes time for these to take shape in the final version of a game. So how do you translate this intrinsically creative process to a piece of artificially intelligent software? Can an AI be creative? Can it build something that resonates with humans? How do we quantify that? How can an AI know what might be 'cool' or 'interesting'? We take a look at a body of work in game development and research that is moving towards building the first generation of AI game designers: the games that use intelligent design systems as part of gameplay, tools that use AI to help human designers and AI systems that make entire games by themselves! -- Read the accompanying blog post on AI and Games: http://aiandgames.com/not-bad-for-a-human/ Follow AI and Games on Twitter: http://www.twitter.com/AIandGames Like AI and Games on Facebook: http://www.facebook.com/AIandGames Support AI and Games on Patreon: http://www.patreon.com/AI_and_Games Games Shown in this Video: Super Mario Maker (2015) Spelunky HD (2012) Borderlands 2 (2012) No Man's Sky (2016) Galactic Arms Race (2010) Mario Maker Level id's: #1 C517-0000-000F-9128 #2 9525-0000-003B-F371 Special thanks to the following researchers whose work is discussed in this video (in order I remembered to add you). Ben Weber Steve Dahlskog Matthew Guzdial Julian Togelius Gillian Smith Michael Cook Erin Hastings Kenneth O. Stanley Cameron Browne Alex. J. Champandard Michael Cook Gabriella Barros Antonios Liapis Becky Lavender Adam Summerville Staffan Bjork Georgios Yannakakis
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Uploads from AI and Games · AI and Games · 6 of 60

1 Evolving Particle Weapons in Galactic Arms Race | AI and Games #04
Evolving Particle Weapons in Galactic Arms Race | AI and Games #04
AI and Games
2 Pac-Man AI Research and Competitions | AI and Games #06
Pac-Man AI Research and Competitions | AI and Games #06
AI and Games
3 The Behaviour Tree AI of Halo 2 | AI and Games #09
The Behaviour Tree AI of Halo 2 | AI and Games #09
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4 Researching Super Mario Bros. Level Design | AI and Games #10
Researching Super Mario Bros. Level Design | AI and Games #10
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5 Teaching Robots to Play | AI and Games #12
Teaching Robots to Play | AI and Games #12
AI and Games
The Quest for AI Game Designers | AI and Games #13
The Quest for AI Game Designers | AI and Games #13
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7 HTN Planning in Transformers: Fall of Cybertron | AI and Games #14
HTN Planning in Transformers: Fall of Cybertron | AI and Games #14
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8 The AI of Alien: Isolation | AI and Games #15
The AI of Alien: Isolation | AI and Games #15
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9 Status Performance Analysis in Team Fortress 2 | AI and Games #17
Status Performance Analysis in Team Fortress 2 | AI and Games #17
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10 Training the Shadow AI of Killer Instinct (2013) | AI and Games #18
Training the Shadow AI of Killer Instinct (2013) | AI and Games #18
AI and Games
11 Resurrection & Reverence: The Return of DOOM | Design Dive
Resurrection & Reverence: The Return of DOOM | Design Dive
AI and Games
12 Left Behind on LV-426 - The Design of Aliens: Colonial Marines | Design Dive
Left Behind on LV-426 - The Design of Aliens: Colonial Marines | Design Dive
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13 Games By ANGELINA, the AI Game Designer | AI and Games #20
Games By ANGELINA, the AI Game Designer | AI and Games #20
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14 Prepare to Die by Simple AI - Dark Souls and Difficulty | Design Dive
Prepare to Die by Simple AI - Dark Souls and Difficulty | Design Dive
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15 Looking for Love on Pandora: PCG and Borderlands 2 | Design Dive
Looking for Love on Pandora: PCG and Borderlands 2 | Design Dive
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16 The AI of Shogun: Total War | AI and Games #21
The AI of Shogun: Total War | AI and Games #21
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17 The Campaign AI of Total War: Rome II | AI and Games #23
The Campaign AI of Total War: Rome II | AI and Games #23
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18 AI 101: Monte Carlo Tree Search
AI 101: Monte Carlo Tree Search
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19 The Diplomacy AI in Total War: Attila | AI and Games #24
The Diplomacy AI in Total War: Attila | AI and Games #24
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20 A History of AI Research in StarCraft | AI and Games #26
A History of AI Research in StarCraft | AI and Games #26
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21 Dota 2, MOBA's and the Future of AI Research | AI and Games #27
Dota 2, MOBA's and the Future of AI Research | AI and Games #27
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22 Procedural Level Generation in Sure Footing | AI and Games #28
Procedural Level Generation in Sure Footing | AI and Games #28
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23 Behind the AI and Storytelling of Spec Ops: The Line | AI and Games #29
Behind the AI and Storytelling of Spec Ops: The Line | AI and Games #29
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24 The AI of DOOM (2016) | AI and Games #30
The AI of DOOM (2016) | AI and Games #30
AI and Games
25 Machine Learning Analysis of Player Behaviour in Tomb Raider: Underworld | AI and Games #31
Machine Learning Analysis of Player Behaviour in Tomb Raider: Underworld | AI and Games #31
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26 How A Navigation Mesh Works in 3D Games | AI 101
How A Navigation Mesh Works in 3D Games | AI 101
AI and Games
27 How Halo 3 Builds Large-Scale AI Battles | AI and Games #33
How Halo 3 Builds Large-Scale AI Battles | AI and Games #33
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28 Enemy AI Design in Tom Clancy's The Division (Part 1 of 2) | AI and Games #34
Enemy AI Design in Tom Clancy's The Division (Part 1 of 2) | AI and Games #34
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29 Building the Online World of Tom Clancy's The Division (Part 2 of 2) | AI and Games #35
Building the Online World of Tom Clancy's The Division (Part 2 of 2) | AI and Games #35
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30 Behaviour Trees: The Cornerstone of Modern Game AI | AI 101
Behaviour Trees: The Cornerstone of Modern Game AI | AI 101
AI and Games
31 Why Friendly AI Cheat in Ghost Recon Wildlands | AI and Games #36
Why Friendly AI Cheat in Ghost Recon Wildlands | AI and Games #36
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32 The AI of Horizon Zero Dawn | Part 1: Rise of the Machines | AI and Games #37
The AI of Horizon Zero Dawn | Part 1: Rise of the Machines | AI and Games #37
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33 The AI of Horizon Zero Dawn | Part 2: Metal Militia | AI and Games #38
The AI of Horizon Zero Dawn | Part 2: Metal Militia | AI and Games #38
AI and Games
34 Augmented Reaction: Vanquish - 9 Years Later | Design Dive
Augmented Reaction: Vanquish - 9 Years Later | Design Dive
AI and Games
35 Building Mario Levels with Machine Learning | AI and Games #39
Building Mario Levels with Machine Learning | AI and Games #39
AI and Games
36 The AI of Half-Life: Finite State Machines | AI 101
The AI of Half-Life: Finite State Machines | AI 101
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37 Building a Pirate's Paradise in Sea of Thieves | AI and Games #40
Building a Pirate's Paradise in Sea of Thieves | AI and Games #40
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38 The Secrets of Skeleton and Shark AI in Sea of Thieves | AI and Games #41
The Secrets of Skeleton and Shark AI in Sea of Thieves | AI and Games #41
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39 How Megalodon, Kraken and Skeleton Ships Haunt the Sea of Thieves | AI and Games #42
How Megalodon, Kraken and Skeleton Ships Haunt the Sea of Thieves | AI and Games #42
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40 How Rare Tests Sea of Thieves to Stop Bugs Reaching Players | AI and Games #43
How Rare Tests Sea of Thieves to Stop Bugs Reaching Players | AI and Games #43
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41 The Legacy of GoldenEye 007 | Design Dive
The Legacy of GoldenEye 007 | Design Dive
AI and Games
42 The Secrets of GoldenEye's AI Revealed | AI and Games #44
The Secrets of GoldenEye's AI Revealed | AI and Games #44
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43 Sandbox Assassin: The AI of Hitman (2016) | AI and Games #45
Sandbox Assassin: The AI of Hitman (2016) | AI and Games #45
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44 The Dangers of AI, Microtransactions & Lootboxes | Design Dive
The Dangers of AI, Microtransactions & Lootboxes | Design Dive
AI and Games
45 Minecraft Villages Built by AI - The Generative Design in Minecraft Competition | AI and Games #46
Minecraft Villages Built by AI - The Generative Design in Minecraft Competition | AI and Games #46
AI and Games
46 The Secret Reward Systems of Dark Souls II | Design Dive
The Secret Reward Systems of Dark Souls II | Design Dive
AI and Games
47 Why Adding Bots to Fortnite Was a Great Idea | Design Dive
Why Adding Bots to Fortnite Was a Great Idea | Design Dive
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48 The Best Games Engines for AI (2019) | AI 101
The Best Games Engines for AI (2019) | AI 101
AI and Games
49 How Atriox Can Beat You in Halo Wars 2 Without Cheating | AI and Games #47
How Atriox Can Beat You in Halo Wars 2 Without Cheating | AI and Games #47
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50 How AlphaStar Became a StarCraft Grandmaster | AI and Games #48
How AlphaStar Became a StarCraft Grandmaster | AI and Games #48
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51 Why AlphaStar Does Not Solve Gaming's AI Problems | Design Dive
Why AlphaStar Does Not Solve Gaming's AI Problems | Design Dive
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52 Designing the Enemy AI of Tom Clancy's The Division 2 | AI and Games
Designing the Enemy AI of Tom Clancy's The Division 2 | AI and Games
AI and Games
53 Bringing Washington D.C. to Life: The AI of Tom Clancy's The Division 2 | AI and Games
Bringing Washington D.C. to Life: The AI of Tom Clancy's The Division 2 | AI and Games
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54 The Secret AI Testers Inside Tom Clancy's The Division 2 | AI and Games
The Secret AI Testers Inside Tom Clancy's The Division 2 | AI and Games
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55 DOOM 64 Revisited | Design Dive
DOOM 64 Revisited | Design Dive
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56 The Story of Facade: The AI-Powered Interactive Drama | AI and Games #49
The Story of Facade: The AI-Powered Interactive Drama | AI and Games #49
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57 Building the AI of F.E.A.R. with Goal Oriented Action Planning | AI 101
Building the AI of F.E.A.R. with Goal Oriented Action Planning | AI 101
AI and Games
58 Revisiting the AI of Alien: Isolation | AI and Games #50
Revisiting the AI of Alien: Isolation | AI and Games #50
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59 How Splinter Cell: Blacklist Builds Balance for Stealth | AI and Games #51
How Splinter Cell: Blacklist Builds Balance for Stealth | AI and Games #51
AI and Games
60 Endure and Survive: the AI of The Last of Us | AI and Games #52
Endure and Survive: the AI of The Last of Us | AI and Games #52
AI and Games

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