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Using a Goal/Action Architecture to Support Modularity and Long-Term Memory in AI Behaviors
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Using a Goal/Action Architecture to Support Modularity and Long-Term Memory in AI Behaviors,
3946

Programming, Lecture

John Abercrombie
, Irrational Games

Marc Atkin
AI Programmer, Irrational Games Australia
Tyrion is the name of the general-purpose programming framework that powers the Artificial Intelligence (AI) in the first person shooters Tribes:Vengeance and SWAT 4. AI code often does not scale up well with the complexity of the AI being created. Tyrion addresses this problem by supporting a structured approach to AI behavior creation: behaviors are constructed hierarchically from smaller pieces; new behaviors can be quickly created by re-using parts of old ones. The Tyrion engine itself handles the interactions between these pieces, thus simplifying their implementation, and allowing AI's to exhibit a range of realistic behavior and respond in a "common sense" fashion to unexpected events. This presentation focuses on two aspects of Tyrion: how new behaviors are constructed from modular components, and how an AI keeps a long-term view of the tasks it is trying to accomplish. Video from the games Tyrion has been applied to is used to illustrate the examples given. The talk concludes with a short discussion on the lessons learned using one AI engine across multiple projects in separate countries.

More sophisticated AI is feasible in games. Architectures such as Tyrion allow for modular behaviors that can be re-used for different purposes. Goals are used to create AIs that are able to remember the "big picture" of what they are trying to accomplish.

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