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Intelligent (Artificial) Life a 3D Universe
Artificial Intelligence (AI) and Artificial Life
(A-Life) are fields of science that have been
growing slowly over many years. But, with the
advent of the Web and the phenomenal growth of
computer gaming, AI has grown so rapidly in
recent years that it is important for anyone
interested in Web 3D to keep an eye on it.
Although AI within Web 3D is still in it's infancy,
it is evident that 3D on the web will be aided by
the growth of AI. In this article we will look at
both AI on the Web and AI in computer games to give
us an idea of where they may intersect with Web 3d
in the future.
Artificial Intelligence is a branch of science
concerned with making computers "think". AI is a
combination of computer science, mathematics,
philosophy, linguistics and physiology. Though
the original goal was to create an intelligent
computer, there are applications of AI that extend
far beyond that quest. AI has been applied to a
variety of industries, including credit
card/transaction approval, factory scheduling and
planning, Neural nets and of course, computer
games.
The Web, with its roots in problem solving and
knowledge representation, is a perfect environment
for AI. The growth of the Web and the need to
organize it and search it intelligently has pushed
AI forward at an amazing rate.
One of the most promising uses for AI is the
retrieval of information from Intranets and the
Internet. Intranets are internal corporate networks
structured much like the Internet, but with
standardized protocols. Information overload is a
significant problem on both the Internet and on
Intranets. AI is becoming a potent tool for
handling this problem. An increasing number of
Web-based AI applications--intelligent search
engines and browsers, learning agents, and
knowledge-sharing agents--have begun to emerge.
You can now find a bot to search for just about
anything you are looking for on the web. There are
not only shopping bots there are data mining bots,
news group bots, stock search bots and even bots to
search for viruses. You can have multiple bots
searching for anything you want in the background
while you are getting other work done on your
computer.
And although these AI applications have grown
increasingly attractive because of the Internet,
they may hold even more promise for Intranets.
Business can have bots constantly searching their
Intranet to tell them which projects are going over
budget or past deadline. When a bot comes back
with an 'alert,' that information can be placed
in context. Agents need to tell users why the alert
was generated; where to go for further information
without having to generate a complicated query;
and, ideally, how to resolve the problem or
capitalize on the opportunity.
While AI is a powerful tool, in the short term
A-Life may be more useful for Web3D developers.
Artificial Life is a branch of AI that focuses on
getting a computer to model the ways and processes
of nature. Instead of focusing on just the
intelligence aspect of life, A-Life focuses on
making autonomous agents act like they are alive,
and work backward. To paraphrase Chris Langton, the
founder of the field, the goal of ALife is to "model
life as it could be so as to understand life as
we know it". ALife spans such diverse topics as
artificial evolution, artificial ecosystems and
genetic algorithms. Later in this article, we will
discuss how many game developers are using A-Life
techniques to create believable creatures within
their worlds.
The power of A-Life techniques stems from its roots
in the study of real-world living organisms. A-Life
seeks to emulate that behavior through a variety of
methods that can use hard-coded rules, genetic
algorithms, flocking algorithms, and so on. Rather
than try to code up a huge variety of extremely c
omplex behaviors (similar to cooking a big meal),
developers can break down the problem into smaller
pieces (for example, open refrigerator, grab a
dinner, put it in the microwave). These behaviors
are then linked in some kind of decision-making
hierarchy that the game characters use (in
conjunction with motivating emotions, if any) to
determine what actions they need to take to satisfy
their needs. The interactions that occur between
the low-level, explicitly coded behaviors and the
motivations/needs of the characters causes
higher-level, more "intelligent" behaviors to
emerge without any explicit, complex programming.
A-Life is being used extensively in computer games
today including such popular games as Maxis's The
Sims and CogniToy's Mind Rover. Many game developers
are finding that A-Life techniques provide them with
flexible ways to create realistic, lifelike
behavior in their game character.
Sims designer Will Wright has created environments
he calls "smart terrain" using A-life techniques.
In "smart terrain" the environment itself talks to
the creatures. Each piece of terrain broadcasts to
nearby characters what it has to offer. So if a Sim
within The Sims environment feel hungry, the it
will be attracted to the nearest place that
broadcasts that it has food, be it an ice cream
parlor or a refrigerator. Proximity and need are
the main triggers for the Sim, which causes it to
act much as people would in a similar situation.
There is so much going on in AI right now that we
must conclude that AI and Web3D may someday become
powerful partners on the Web.
Resources:
AI repository
Artificial Life meets Entertainment : Lifelike Autonomous Agents by Pattie Maes
AI in computer games
AI Education
AI Roundtable Moderator's Report: Game Developer's Conference 2000, March 10-12
BotSpot
COALA (Cooperative And Learning Agents)
Game AI Page
Game AI: The State of the Industry - Steven Woodcock (Gamasutra 11/00)
Introduction to AI
Microsoft Research's Interactivity & Intelligence Groups (Including 3D groups and AI groups)
The Sims
Virtual Personalities
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