A Multilayered Model for
Artificial Intelligence
of Game Character
as Agent Architecture*
Youichiro Miyake @miyayou
https://www.facebook.com/youichiro.miyake
y.m.4160@gmail.com
2016.9.26 (Sat)
@Nishijin Plaza Kyushu University
http://mcg.imi.kyushu-u.ac.jp/meis2015/
Summary
• I am a game developer in game industry for
more than 10 years.
• My research is focused on AI in digital game.
• There are some mathematical structures in AI.
• I want to show it in talk…
Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram
/ Homomorphism in Agent Architecture
9. Summary
INTRODUCTION
Introduction
• From classical AI to modern AI.
• It means from scripted AI to autonomous AI.
MEIS 2015 : A Multilayered Model for Artificial Intelligence of Game Character as Agent Architecture
Level
Navigation AI
Meta-AI
Character AI
Dynamic allocation of enemies
Observing level in real-time
Direction for agents
Making progress of game
Autonomous thinking
Cooperation
Team AI
Preparing data to make meta-AI and
character AI recognize the level
Managing object representation
Managing Navigation data
Path-finding / Tactical point analysis
Support
Enemy character
Player
Information
Acquisition
Control
Brain
http://dear-croa.d.dooo.jp/download/illust.html
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram
/ Homomorphism in Agent Architecture
9. Summary
AGENT ARCHITECTURE
Technological Innovation
Time
Scale
The Industrial Revolution
Information Revolution
Network Revolution
Intelligence Revolution
Automation
Computerization
Networked
Intelligent
The 2nd Industrial Revolution
Motorization
1750 1860 1960 1990 Now…
Into “Intelligent” Wolrd
Society and AI
Robot
Generation
Poppulation
AI
ageing society with fewer children
Robot and AI will support
ageing society with fewer children
© 2015 SQUARE ENIX CO., LTD. All rights reserved
Intelligent Game System
Game System
Intelligent
Game System
Digital Games also has become intelligent.
So, what is “Intelligent Game System” ?
What is digital game ?
• Interactive Digital Space
• The space becomes structured.
• AI becomes a module
The System of digital game AI
• A role of AI in digital game become clear.
• There are three roles of AI.
AI to control a whole game system
AI of character (Character’s Brain)
AI to recognize an environment in game by analyzing a level,
terrain, and space.
Meta AI
Character AI
Navigation AI
Two Axis to categorize AI
• The problem of “What is AI” is very difficult problem.
• We had better know what problem AI is seeking to resolve.
Space Scale
Time Scale
Local
Short time
Global
timeless
Global
Long time
Meta-AI
Character AI
Navigation AI
Level
Navigation AI
Meta-AI
Character AI
Dynamic allocation of enemies
Observing level in real-time
Direction for agents
Making progress of game
Autonomous thinking
Cooperation
Team AI
Preparing data to make meta-AI and
character AI recognize the level
Managing object representation
Managing Navigation data
Path-finding / Tactical point analysis
Support
Enemy character
Player
Brain
Information
Acquisition
Control
http://dear-croa.d.dooo.jp/download/illust.html
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
Environment and Character
Environment
Character
Character has interactions with an environment.
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
Environment and Character
Environment
Character
Character has interactions with an environment.
IN
PUT
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
Environment and Character
Environment
Character
Character has interactions with an environment.
IN
PUT
OUT
PUT
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
Environment and Character
Environment
Character
Intelligence
Character has interactions with an environment.
IN
PUT
OUT
PUT
http://www.kaiyodo.co.jp/revoltech/yamaguchi_2012.html
Intelligence
World
Senso
r
Information Flow
Effect
or
Agent Architecture
Game World
(Environment/Level)
Five
senses
Body
Language
Knowledge
Representation
Knowledge
Making
Decision
Making
Body
Motion
Making
Information Flow
Memory
Internal Cyclic Information Flow
Sensor
Effector
Intelligence
Agent Architecture
Information Flow
• Information flow connects the outer
(environment) and the inner(=intelligence).
• This is caused by mental activity to organize
the inner mind’s dynamics.
Information Flow
Internal Cyclic Information Flow
Making AI is achieved by designing Information flow.
In actually, there are many information flow inside a mind.
Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram
/ Homomorphism in Agent Architecture
9. Summary
BLACKBOARD ARCHITECTURE
Blackboard
KS
KS
KS
KS
KS
KS
Arbiter
Bruce Blumberg , Damian Isla, "Blackboard Architectures",
AI Game Programming Wisdom (Charles River Media) , 2002
Blackboard Architecture
(Knowledge-based AI)
Each KS (Knowledge Source) has special knowledge for a problem.
KS read and write information on Blackboard. Arbiter controls all of KS.
All KSs communicate with each other via Blackboard.
Hierarchical Blackboard
Primitive data
Analyzed data
More analyzed data
More analyzed data
More analyzed data
KS
KS
KS
KS
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR)
Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
Hierarchical Blackboard (Example)
Hearsay-II Voice Analysis Process
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR)
Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
Hearsay-II Voice Analysis Process
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR)
Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
Blackboard
Hearsay-II Voice Analysis Process
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR)
Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
Blackboard
KS (Knowledge Source)
Hearsay-II Voice Analysis Process
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR)
Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
Blackboard
Arbiter
KS (Knowledge Source)
Hearsay-II Voice Analysis Process
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR)
Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
Hearsay-II Voice Analysis Process
PARAMETER
SYLLABLE
SEGMENT
Erman et Al. The Hearsay-II Speech-Understanding System: Integrating Knowledge to Resolve Uncertainty, ACM Computing Surveys (CSUR)
Surveys Homepage archive Volume 12 Issue 2, June 1980, Pages 213-253 http://dl.acm.org/citation.cfm?doid=356810.356816
MEIS 2015 : A Multilayered Model for Artificial Intelligence of Game Character as Agent Architecture
Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram
/ Homomorphism in Agent Architecture
9. Summary
AGENT ARCHITECTURE WITH
BLACKBOARD ARCHITECTURE
Game World
(Environment/Level)
Five
senses
Body
Language
Knowledge
Representation
Knowledge
Making
Decision
Making
Body
Motion
Making
Information Flow
Memory
Internal Cyclic Information Flow
Sensor
Effector
Intelligence
Agent Architecture
Agent Architecture applied
Blackboard Architecture
Agent Architecture applied
Blackboard Architecture
Agent Architecture applied
Blackboard Architecture
Blackboard
Agent Architecture applied
Blackboard Architecture
KS (Knowledge Source)
Agent Architecture applied
Blackboard Architecture
KS (Knowledge Source)
Modularization has advantage of game development,
because each module can be developed and improved independently.
And it becomes easy to add a module in the development.
More intelligent creature has more intelligent modules in its architecture.
Agent Architecture applied
Blackboard Architecture
KS (Knowledge Source)
Blackboard in Agent Architecture gives
scalability and customizability.
Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram
/ Homomorphism in Agent Architecture
9. Summary
SUBSUMPTION ARCHITECTURE
Subsumption Architecture
INPUT OUTPUT
Time
Abstraction
(verbalizing)
Reactive
More
Abstract thinking
Theoretical thinking
Abstract thinking
primitive stimuli
becomes language
Making a body action
Making a behavior
Classical : Central domain
All processes of intelligent modules
are executed in sequence.
Subsumption : parallel & layered
All processes of intelligent modules
are executed in parallel.
Rodney Brooks, A robust layered control system for a mobile robot
Robotics and Automation, IEEE Journal of (Volume:2 , Issue: 1 ) 1986
Roomba (iRobot)
http://www.irobot.com/en/us/learn/home/roomba.aspx
Roomba has a subsumption architecture.
Subsumption Architecture
INPUT OUTPUT
Time
Reactive
R
When a robot sees an object,
It turns around.
Subsumption Architecture
INPUT OUTPUT
Time
Reactive
R
When a robot sees an object, and
Sees a cliff on the side
It stops turning and gets back .
Subsumption Architecture
INPUT OUTPUT
Time
Reactive
More Abstract thinking
Abstract thinking
R When a robot hears a sound,
It stops anyway by stopping all motions.
Subsumption Architecture
INPUT OUTPUT
Reactive
More
Abstract thinking
Theoretical thinking
Abstract thinking
R
When a robot cleans all rooms,
It goes to energy station.
Subsumption Architecture
INPUT OUTPUT
Time
Abstraction
(verbalizing)
Reactive
More
Abstract thinking
Theoretical thinking
Abstract thinking
primitive stimuli
becomes language
Making a body action
Making a behavior
Agent Architecture applied
subsumption architecture.
Game World
(Environment/Level)
Five
senses
Body
Language
Knowledge
Representation
Knowledge
Making
Decision
Making
Body
Motion
Making
Information Flow
Memory
Internal Cyclic Information Flow
Sensor
Effector
Intelligence
Agent Architecture
Game World
(Environment/Level)
Five
senses
Body
Language
Knowledge
Representation
Knowledge
Making
Decision
Making
Body
Motion
Making
Memory
Sensor
Effector
Agent Architecture
Hierarchical
Recognition
Synthesis of
motions
Knowledge
Making
Decision
Making
Motion
Making
Knowledge
Making
Decision
Making
Motion
Making
Game World
(Environment/Level)
Five
senses
Body
Language
Knowledge
Representation
Knowledge
Making
Decision
Making
Body
Motion
Making
Memory
Sensor
Effector
Agent Architecture
Hierarchical
Recognition
Synthesis of
motions
Knowledge
Making
Decision
Making
Motion
Making
Knowledge
Making
Decision
Making
Motion
Making
Game World
(Environment/Level)
Five
senses
Body
Language
Knowledge
Representation
Knowledge
Making
Decision
Making
Body
Motion
Making
Memory
Sensor
Effector
Agent Architecture
Hierarchical
Recognition
Synthesis of
motions
Knowledge
Making
Decision
Making
Motion
Making
Knowledge
Making
Decision
Making
Motion
Making
Distributed
Layered
Architecture
=
Subsumption
Architecture
References
http://people.csail.mit.edu/brooks/publications.html
Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. Modern Agent Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram
/ Homomorphism in Agent Architecture
9. Summary
MODERN AGENT ARCHITECTURE
FOR A GAME CHARACTER
身体の反射レベル
Decision-Making
Physical
Informat
ion
Abstract
Informat
ion
More
Abstract
Informat
ion
Abstraction
Time
Decision-Making
Decision-Making
Decision-Making
Multi-Layered
Blackboard
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Sensor Effector
World Dynamics
Artificial Intelligence
Decision-Making
Physical
Informat
ion
Abstract
Informat
ion
More
Abstract
Informat
ion
Abstraction
Time
Decision-Making
Decision-Making
Decision-Making
Multi-Layered
Blackboard
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Sensor Effector
World Dynamics
Artificial Intelligence
身体の反射レベル
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Object
Object image on the
lowest layer (Umwelt)
Object image on
the second layer
Object image
on the third
layer
Object image
on the top
layer
Sensor Effector
Artificial Intelligence
身体の反射レベル
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Object
Object image on the
lowest layer (Umwelt)
Object image on
the second layer
Object image
on the third
layer
Object image
on the top
layer
Sensor Effector
Artificial Intelligence
Information Flow
Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt (Environment World)
8. Hierarchical structure / commutative diagram
/ Homomorphism in agent architecture
9. Summary
UMWELT
Umwelt
• “Umwelt” means a subjective world which a
living thing has.
• “Umwelt” depends on its ecology.
Umwelt
Jakob Johann Baron von Uexkül, Adolf Portmann, Streifzüge durch die Umwelten von Tieren und Menschen,
ROWOHLT HAMBURG,1956 http://monoskop.org/Monoskop
WORLD
BODY
Umwelt
A living thing grasps an objects in the world by two hands:
functional effectors and perceptual sensors.
Object
Functional Organ
(Body = Effector)
Perceptual Organ
(Sensor)
WORLD
BODY
Umwelt
Object
Functional Organ
(Body = Effector)
Perceptual Organ
(Sensor)
A subjective world is created by
functional effectors and perceptual sensors.
WORLD
BODY
Umwelt
Object
Functional Organ
(Body = Effector)
Perceptual Organ
(Sensor)
Each living thing has its different body and sensors.
A subjective world is created by
functional effectors and perceptual sensors.
WORLD
BODY
Umwelt
Object
Functional Organ
(Body = Effector)
Perceptual Organ
(Sensor)
Each living thing has a different subjective world.
= Umwelt
Bee’s UmweltObjective
World
Bee’s
Umwelt
Bees are interested in flowers.
Jakob Johann Baron von Uexkül, Adolf Portmann, Streifzüge durch die Umwelten von Tieren und Menschen,
ROWOHLT HAMBURG,1956 http://monoskop.org/Monoskop
Snail's Umwelt Research
①Put a snails on a ball.
②iterate to push and pull a bar in front of the snails.
③change a frequency of the iteratetion.
Experiment
Result
In 1-3 /sec frequency,
a snail did not go to the front, but
Over 4 frequency,
It went front.
Conclusion
A snails recognize the bar stops over 4 frequency.
=In snails’ Umwelt, a frequency of sensors is under 4.
(Human frequency is about 18.)
Jakob Johann Baron von Uexkül, Adolf Portmann, Streifzüge durch die Umwelten von Tieren und Menschen,
ROWOHLT HAMBURG,1956 http://monoskop.org/Monoskop
Snail's Umwelt Research
A child chicken is tied to a bar with rope and
closed in a transparent dome which prevent
sound propagation.
Experiment
Result
(Upper) Parent chicken ignored it.
(Lawer) Parent chicken went to help a child.
Conclusion
In chicken’s Umwelt,
voice is more important
rather than visual sensor.
ユクスキュル/クリサート、 「生物から見た世界」 (岩波文庫)
Jakob Johann Baron von Uexkül, Adolf Portmann, Streifzüge durch die Umwelten von Tieren und Menschen,
ROWOHLT HAMBURG,1956 http://monoskop.org/Monoskop
身体の反射レベル
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Object
Object image on the
lowest layer (Umwelt)
Object image on
the second layer
Object image
on the third
layer
Object image
on the top
layer
Sensor Effector
Artificial Intelligence
Information Flow
Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt (Environment World)
8. Hierarchical structure / commutative diagram
/ Homomorphism in Agent Architecture
9. Summary
HIERARCHICAL STRUCTURE
/ COMMUTATIVE DIAGRAM
/ HOMOMORPHISM
IN AGENT ARCHITECTURE
身体の反射レベル
Abstraction
Abstraction
Reduction
Reduction
Reduction
World
Object
Object image on the
lowest layer (Umwelt)
Object image on
the second layer
Object image
on the third
layer
Object image
on the top
layer
Sensor Effector
Artificial Intelligence
Information Flow
Real World
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
Image of object
Image of body (=self)
R RRepresentation
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’S’’
Action: f’’
Sense: p’’
Image of object
Image of body (=self)
R R
R R
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’S’’
Action: f’’
Sense: p’’
O’’S’’
Action: f’’
Sense: p’’
R R
R R
R R
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’S’’
Action: f’’
Sense: p’’
R
R
R
R
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’S’’
Action: f’’
Sense: p’’
R
R
R
R
Sequence of
Self
Sequence of
Object
R R
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’S’’
Action: f’’
Sense: p’’
R
R
R
R
Sequence of
Self
Sequence of
Object
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’S’’
Action: f’’
Sense: p’’
R
R
R
R
Sequence of
Self
Sequence of
Object
“Self” is a sequence of selfs. “Object” is a sequence of objects.
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’S’’
Action: f’’
Sense: p’’
R
R
R
R
Sequence of
Self
“Self” is a sequence of selfs. “Object” is a sequence of objects.
Representation
• “Representation” is essential concept of AI.
• “Knowledge Representation” (KR) is
representation of knowledge AI uses.
• To transform “real things” to KR is the most
basic techniques in AI.
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’S’’
Action: f’’
Sense: p’’
R
R
R
R
Sequence of
Self
“Self” is a sequence of selfs. “Object” is a sequence of objects.
Vector to move
Vector to ent
Dude, Where's My Warthog: From Pathfinding to General Spatial Competence,
D. Isla, Invited talk, Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 2005
http://naimadgames.com/publications.html
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’S’’
Action: f’’
Sense: p’’
R
R
R
R
“Self” is a sequence of selfs. “Object” is a sequence of objects.
Killzone 2 Multiplayer Bots
Remco Straatman, Tim Verweij, Alex Champandard | Paris Game/AI Conference 2009, Paris, June 2009
http://www.guerrilla-games.com/publications.html
S
(Body)
O
(Object)
Action: f
O’
Sense: p
S’
Action: f’
Sense: p’
O’’S’’
Action: f’’
Sense: p’’
R
R
R
R
“Self” is a sequence of selfs. “Object” is a sequence of objects.
Handling Complexity in the Halo 2 AI, D. Isla, GDC 2005
Dude, Where's My Warthog: From Pathfinding to General Spatial Competence,
D. Isla, Invited talk, Artificial Intelligence and Interactive Digital Entertainment (AIIDE) 2005
http://naimadgames.com/publications.html
Contents
1. Introduction
2. Agent Architecture
3. Blackboard Architecture
4. Agent Architecture with Blackboard architecture
5. Subsumption Architecture
6. MODERN AGENT Architecture for A game Character
7. Umwelt
8. Hierarchical structure / commutative diagram
/ Homomorphism in Agent Architecture
9. Summary
SUMMARY
Summary
• I am a game developer in game industry for
more than 10 years.
• My research is focused on AI in digital game.
• There are some mathematical structures in AI.
• I want to show it in talk…

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MEIS 2015 : A Multilayered Model for Artificial Intelligence of Game Character as Agent Architecture