Behavior compilation for AI in games

In order to cooperate effectively with human players, characters need to infer the tasks players are pursuing and select contextually appropriate responses. This process of parsing a serial input stream of observations to infer a hierarchical task structure is much like the process of compiling sour...

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Main Authors: Orkin, Jeffrey David, Smith, Tynan, Roy, Deb K.
Other Authors: Massachusetts Institute of Technology. Media Laboratory
Format: Article
Language:en_US
Published: Association for the Advancement of Artificial Intelligence (AAAI) 2015
Online Access:http://hdl.handle.net/1721.1/100259
https://orcid.org/0000-0002-4333-7194
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author Orkin, Jeffrey David
Smith, Tynan
Roy, Deb K.
author2 Massachusetts Institute of Technology. Media Laboratory
author_facet Massachusetts Institute of Technology. Media Laboratory
Orkin, Jeffrey David
Smith, Tynan
Roy, Deb K.
author_sort Orkin, Jeffrey David
collection MIT
description In order to cooperate effectively with human players, characters need to infer the tasks players are pursuing and select contextually appropriate responses. This process of parsing a serial input stream of observations to infer a hierarchical task structure is much like the process of compiling source code. We draw an analogy between compiling source code and compiling behavior, and propose modeling the cognitive system of a character as a compiler, which tokenizes observations and infers a hierarchical task structure. An evaluation comparing automatically compiled behavior to human annotation demonstrates the potential for this approach to enable AI characters to understand the behavior and infer the tasks of human partners.
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spelling mit-1721.1/1002592022-10-01T08:45:19Z Behavior compilation for AI in games Orkin, Jeffrey David Smith, Tynan Roy, Deb K. Massachusetts Institute of Technology. Media Laboratory Orkin, Jeffrey David Smith, Tynan Roy, Deb K. In order to cooperate effectively with human players, characters need to infer the tasks players are pursuing and select contextually appropriate responses. This process of parsing a serial input stream of observations to infer a hierarchical task structure is much like the process of compiling source code. We draw an analogy between compiling source code and compiling behavior, and propose modeling the cognitive system of a character as a compiler, which tokenizes observations and infers a hierarchical task structure. An evaluation comparing automatically compiled behavior to human annotation demonstrates the potential for this approach to enable AI characters to understand the behavior and infer the tasks of human partners. Singapore-MIT GAMBIT Game Lab 2015-12-15T15:06:46Z 2015-12-15T15:06:46Z 2010-10 Article http://purl.org/eprint/type/ConferencePaper http://hdl.handle.net/1721.1/100259 Orkin, Jeff, Tynan Smith, and Deb Roy. "Behavior compilation for AI in games." Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (October 2010). https://orcid.org/0000-0002-4333-7194 en_US http://aaai.org/ocs/index.php/AIIDE/AIIDE10/paper/view/2115 Proceedings of the SixthAAAI Conference on Artificial Intelligence and Interactive Digital Entertainment Creative Commons Attribution-Noncommercial-Share Alike http://creativecommons.org/licenses/by-nc-sa/4.0/ application/pdf Association for the Advancement of Artificial Intelligence (AAAI) MIT web domain
spellingShingle Orkin, Jeffrey David
Smith, Tynan
Roy, Deb K.
Behavior compilation for AI in games
title Behavior compilation for AI in games
title_full Behavior compilation for AI in games
title_fullStr Behavior compilation for AI in games
title_full_unstemmed Behavior compilation for AI in games
title_short Behavior compilation for AI in games
title_sort behavior compilation for ai in games
url http://hdl.handle.net/1721.1/100259
https://orcid.org/0000-0002-4333-7194
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