Artificial Intelligence in The Sims series. Yoann Bourse
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1 Artificial Intelligence in The Sims series
2 Plan de la présentation 1 The Game
3 Introduction History The Sims Player/AI Will Wright s genius : Simulating life Simcity (1989) SimAnt (1991) The Sims (2000)
4 The Game History The Sims Player/AI Starting a new franchise Numerous expansions set and item packs User-created content Sequels
5 The Game History The Sims Player/AI What is The Sims Sandbox God game Life simulation Released in February 2000 best selling PC game : 6.3 million then, 16 million now One of the most influencial AI The player controls the life of a family of sims
6 Player vs. AI History The Sims Player/AI The player : Design characters Design buildings Give order to his characters The computer : Controls game mechanics Controls non-played characters Elementary actions (pathfinding) Free will
7 The free will History The Sims Player/AI Untill ordered otherwise, sims can survive by themselves (narrative aspect) But not too well, otherwise no incentive to play
8 Presentation plan History The Sims Player/AI 1 2 (smart objects) 3 4 Evolution of the series : controlling non-played characters.
9 A* HPA* 1. Room Graph 2. Multi-scale A* How does a sim go from A to B?
10 A* HPA* 1. Room Graph 2. Multi-scale A* - Reminder : A* In a graph, to go towards a goal, make the step towards the neighbour minimizing d + h d being the distance to this neighbour h an underestimate of the distance between this neighbour and the goal An good underestimate is often the geometric distance ignoring obstacles
11 A* HPA* 1. Room Graph 2. Multi-scale A* in the Sims : HPA* Most games adapt A* into Hierarchical A* (2004) Idea : Different level of detail : instead of working with waypoint, work first among groups of waypoints. In the Sims : Shortest path at room level Divide the room into big chunks Divide the chunks into smaller chunks + smoothing
12 The Game A* HPA* 1. Room Graph 2. Multi-scale A* 1. Room Graph
13 The Game A* HPA* 1. Room Graph 2. Multi-scale A* 1. Room Graph
14 1. Room Graph A* HPA* 1. Room Graph 2. Multi-scale A*
15 A* HPA* 1. Room Graph 2. Multi-scale A* 2. Within a room : multi-scale A*
16 A* HPA* 1. Room Graph 2. Multi-scale A* 2. Within a room : multi-scale A*
17 A* HPA* 1. Room Graph 2. Multi-scale A* 2. Within a room : multi-scale A*
18 The Game A* HPA* 1. Room Graph 2. Multi-scale A* 2. Within a room : multi-scale A*
19 Proof A* HPA* 1. Room Graph 2. Multi-scale A* Demonstration video : http ://
20 Modeling human needs Smart Objects The Happyscape Taking personalities into account How does a sim take decisions without supervision?
21 Modeling human needs Smart Objects The Happyscape Taking personalities into account Modeling human needs 8 basic needs evolving through time, under the influence of circumstances (sleeping? eating?) : Physical Hunger (eating) Comfort (sitting/laying down) Hygiene (bathing) Bladder (urinating) Mental Energy (sleeping) Fun (playing) Social (interacting with others) Room (architecture, furniture)
22 Need Happiness Modeling human needs Smart Objects The Happyscape Taking personalities into account Different needs have different impact on the mood : Being a little hungry is ok, but a great hunger will have a huge negative impact on mood.
23 What to do? Modeling human needs Smart Objects The Happyscape Taking personalities into account the activity that can increase happiness the most! Actually, we need not to be perfect : Choose randomly amongst the 4 activities providing the most hapiness.
24 Modeling human needs Smart Objects The Happyscape Taking personalities into account Improvement (the Sims 3) Choose with a probability propotional to the hapiness gain : Temperature/activity based on Maslow s Hierarchy of Needs.
25 Modeling human needs Smart Objects The Happyscape Taking personalities into account Smart Object paradigm No logic in the sim Logic in the objects (expandable!) Inside an object (= 1 thread) : Graphics/animation State Scripts (EDITH custom scripting language, in game editor) Advertising (what can it offer to the sim?) Virtual objects (weather, conversations...)
26 Object script Modeling human needs Smart Objects The Happyscape Taking personalities into account Example : the fridge Go to a counter Prepare the food Go to the stove Cook the food Go to the table (+ chair) Eat the food Go to the dishwasher Clean your plate
27 Modeling human needs Smart Objects The Happyscape Taking personalities into account The Happyscape - Smart Terrain 1. Objects broadcast what they can offer
28 Modeling human needs Smart Objects The Happyscape Taking personalities into account The Happyscape - Smart Terrain 2. Needs translated into happiness gain
29 Modeling human needs Smart Objects The Happyscape Taking personalities into account The Happyscape - Smart Terrain 3. Pick randomly amongst the max
30 Modeling human needs Smart Objects The Happyscape Taking personalities into account Taking personalities into account
31 Modeling human needs Smart Objects The Happyscape Taking personalities into account Taking personalities into account Fun different between playful and serious people (pinball/chess) Outgoing people s social need increase faster... Note : distance between the sim and the object is also taken into account by a small multiplicative factor
32 How do two sims interact with each other?
33 Social interaction model Based on a relation score between each two sims Score enables different interactions High-level automaton-like evolution
34 Social interaction model Actions have positive/negative effects depending on mood/personality/randomness Low-level rule-based mecanism
35 Level of detail Improvements Realistic simulation What changed between the versions? Aging evolution of the whole town
36 Level of detail Level of detail Improvements Realistic simulation Huge simulation : use different level of details Script an average behaviour
37 Town as an object Level of detail Improvements Realistic simulation The town has underlying desires (gender ratio, employment rate) and can satisfy them by actions (birth, death, get job...)
38 Improvements Level of detail Improvements Realistic simulation Hierarchical planning : Instead of considering all possible actions, choose a house, then choose an object, then choose an action. Commodity-Interaction map : Create one smart-terrain map per need.
39 Realistic simulation Level of detail Improvements Realistic simulation New needs according to personality, time... Examples : Welcome and entertain guest Steal (kleptomaniacs) Embarass people (inappropriate sims) Also affects the range of available actions
40 Post-Mortem Post-Mortem Prospects Questions Sources : HDA* Moderate reactions : complaints about sims getting stuck : Smart Objects : Automata and rules Those two aspects created a semi-autonomous groundbreaking AI which allowed a light user control and the generation of narratives ( fishbowl ) Scaling up : Level of detail
41 Prospects Post-Mortem Prospects Questions Sources Adaptation to the user : Despite its user-centered experience, the Sims lacks user-based adaptation mecanisms Reinforcement learning for babies?
42 Questions Post-Mortem Prospects Questions Sources Thank you for listening
43 Post-Mortem Prospects Questions Sources Sources - The Sims 97, Will Wright, The Soul of The Sims (source code) http :// 01, Will Wright, Kenneth Forbus : Some notes on programming objects in The Sims http :// Objects in The Sims.pdf GDC01, John Viega : Those Darned Sims : What Makes Them Tick? http :// Spring 02 Kenneth Forbus : Simulation and Modeling : Under the hood of The Sims http :// forbus/c95- gd/lectures/the Sims Under the Hood files/v3 document.htm GamesKB 04, Don Hopkins : Trying to Create a Perfect Sim http :// GDC 07, Jake Simpson : Scripting and Sims2 : Coding the Psychology of Little People http ://twvideo01.ubm-us.net/o1/vault/gdc05/slides/pg Simpson ScriptingAndSims2.ppt 07, A.J. Champandard, Living with The Sims? AI : 21 Tricks to Adopt for Your Game http ://aigamedev.com/open/review/the-sims-ai/ AIIDE 07, Richard Evans s talk reports by TaraTeich : http ://tara.teich.net/?s=aiide+2007 AIIDE 09, Richard Evans : AI Challenges in Sims 3 http :// http ://intrinsicalgorithm.com/iaonai/2009/10/aiide-2009-ai-challenges-in-sims-3-richard-evans/ AI Game Programmers Guild Wiki : http ://gameai.com/wiki/index.php?title=the Sims The Sims Wiki : http ://sims.wikia.com/ StrategyWiki : http ://strategywiki.org/wiki/the Sims 3/ Carl s Sims 3 Guide : http ://
44 Sources - generic Post-Mortem Prospects Questions Sources Wikipedia : http :// Botea, Mïller, Shaeffer (journal of Game Development 04) : Near Optimal Hierarchical Path-finding http ://citeseerx.ist.psu.edu/viewdoc/summary?doi= Video Game Charts :
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