An AI Architecture for Games
and Robotics

©1990-2001 by Mail Nick Porcino

Main
Overview Introduction Distributed Control
Reflexes and Meta-Reflexes Self Awareness Desires
Conclusion References My homepage

 


This paper was originally written in 1990 for presentation at Neural Information Processing Systems '91, but I left for Japan and so didn't submit it.

A lot has happened since 1990. The fields of computational neuroethology, neuromimetic control systems, and distributed control have advanced markedly. Since then, I've become involved with the entertainment industry and have been shipping games, not publishing papers. Peter Moylneux has this to say about the application of AI to games:

The real trick now is to give the [gaming] world a realistic personality. To achieve that, the gaming industry has to start concentrating on artificial intelligence.

Since the 1970s when the concept first was brought to the public eye, artificial intelligence has been completely out of fashion. Now, the amazing thing that's happened is that the entertainment industry is pulling artificial intelligence back into the limelight. The artificial intelligence problems of the 70s are now being cracked by scientists in the universities - and by game developers.

Now, this is an absolutely incredible turn around in the computing industry. But the game designers have to drive this forward because if we're ever going to approach interactive movies, we're going to need artificial personalities. And to have artificial personalities, you need artificial intelligence.

Up until that point in the process, every single thing has to be drawn and choreographed by an artist, but once you have artificial personalities then there are no limits - all of a sudden the world will start to generate itself. And this will mean a really true revolution in games.


Keywords: distributed control, neural networks, subsumption, Braitenburg, games, artificial intelligence, robotics, mechatronics, neuroethology 1