An Overview of Different Artificial Intelligence Applications in Games
Xuantao Chen
a
Quality School of International, Bitao Building, 8-5 Taizi Road, Shekou, Shenzhen, Guang Dong, China
Keywords: Artificial Intelligence, Games, Ad Hoc Behaviour Authoring, Tree Search, Machine Learning.
Abstract: With huge improvements being made in Artificial Intelligence (AI) in recent years, the power of AI is
gradually revealed to a greater extent. Game development is complicated and challenging due to the
requirement of knowledge in different fields and the gigantic amount of effort to complete it. Therefore, its
complexity undoubtedly creates an application scenario for the powerful AI. In this paper, an academic
perspective of game AI was presented by reviewing several fundamental AI methods used in the majority of
games such as ad hoc authoring, tree search, and machine learning. Besides this, the paper also mentioned
several specific AI algorithms or methods such as procedural generation techniques and constraint satisfaction
problems, methods that were applied to some common game genres. The research value of the paper arises
with the collision of the two hot complex topics, and its trend will become more popular in the future without
doubt. A conclusion on the topic is reached with some open problems mentioned, which demand new methods
and improvements.
1 INTRODUCTION
Games and Artificial Intelligence (AI) have a long
history. Since the late 20
th
century, people have been
trying to apply AI to games, and they have done well.
Some landmark achievements of AI applications in
games happened in 1994, 1997, and 2016, with AI
programming Chinook, Deep Blue, and AlphaGo
defeating the world champions in different games
respectively (Fan, Wu, Tian, 2020). Chinook,
developed in the 1990s, is one of the most
representative precursors in such fields as it is the first
time in history that a computer program won a world
championship.
On 15 August 1994, a checkers match was played
by the world checkers champion Marion Tinsley and
Chinook, in Boston, Massachusetts. The first six
games were drawn, with only two potential winning
chances shown. Right before the next round of games,
Tinsley claimed that he had a health issue, so the
match was canceled, and Tinsley was sent to the
hospital. Subsequently, Tinsley was diagnosed with
cancer, and he resigned his title of world champion
(Schaeffer, Lake, Lu, Bryant, 1996). This marked a
historical moment as it was the first time that a non-
human character defeated a world champion human
a
https://orcid.org/0009-0004-5537-7355
in the game domain even though it is not considered
as a glorious victory for Chinook. Nevertheless, a few
challengers came after Tinsley’s capitulation to
challenge this champion machine, but they failed to
win. With Chinook's strength being proved, the
human concept of AI development in the aspect of the
game was solidified, which laid the foundation for the
future AI’s domination over the field.
Chinook’s use of tree search was one of the key
factors that helped him win the match. To be more
specific, the algorithm is called the alpha-beta search
algorithm that is in a depth-first manner (Schaeffer,
Treloar, Lu, Lake, 1993). With studies suggesting that
a deeper search will translate into stronger play, it
indicates that the algorithm helps Chinook to
determine the optimal move in the game, thus
defeating Marion Tinsley and other
challengers (Thompson, 1982).
Speaking of tree search, it is known that
AlphaGo, another famous AI that created a landmark
in AI games, also involved applications of tree search
as one of its core components. Similar to alpha-beta
search algorithm, the Monte Carlo Tree Search
(MCTS) of AlphaGo is another tree search algorithm
that helps AI agents determine which step to execute
in a game through simulation process. More analysis
Chen, X.
An Overview of Different Artificial Intelligence Applications in Games.
DOI: 10.5220/0013337700004558
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 1st International Conference on Modern Logistics and Supply Chain Management (MLSCM 2024), pages 447-451
ISBN: 978-989-758-738-2
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
447
and explanation of MCTS will be mentioned later in
this paper.
With the rapid development of electronics and
programming in recent years, there are now many
more advanced AI techniques beyond just traditional
tree searches. Developers have come up with new AI
algorithms and invented new advanced AI methods
with improved ability (Bakkes, Spronck, Herik,
2009). However, in order for researchers to
understand the basic principles laid behind, this
article will mainly focus on the most fundamental
algorithms of game AI that laid the basis for the future
development of game AI. Some examples such as ad
hoc behavior authoring, tree search, and machine
learning are shown in Figure 1, which are the methods
that the newly invented game AI are based on.
Furthermore, this paper also summarized two
designated AI algorithms or methods specifically
used in some common game genres: procedural
generation techniques and constraint satisfaction
problems. With such a review, researchers, scholars,
or developers will have a clear understanding of the
logic behind game AI algorithms and how different
AI helps in the game industries.
Figure 1: Representative AI methods in games.
2 FUNDAMENTAL AI
ALGORITHMS IN GAMES
In general, building and controlling a non-player
character (NPC) is always considered one of the
primary goals when developing video games. With
AI, such an essential task can be easily accomplished.
2.1 Ad Hoc Behaviour Authoring
Ad Hoc behaviour authoring methods are the most
popular AI methods used to control the non-player
characters in games. Some of the most represented
algorithms include finite state machines (FSM),
behaviour trees (BT), and utility-based AI.
FSM, as its name indicates, is a model of
computation with a finite number of sequential states
or conditions. The main purpose of this model is to
change from one state to another based on the inputs
and the current state, which is very simple and
therefore, such model had been applied to most of the
video games in the world (Lee, 2014). However, there
are some defects in the FSM model, namely lack of
reactive and hard to cope with complicated
scenario, which led to the creation of BT.
Just like FSM, BT also has transformation
between a limited number of behaviours and relies on
the current state and situation to decide what action or
behaviour should be taken. It breaks down desired
behaviour into hierarchy tree structures, with nodes in
each branch representing a specific decision point and
its corresponding action. It is its tree structure that
allows developers to break down complex behaviours
into smaller, more manageable modules, making it
easier to design and maintain the whole system
(Colledanchise, Parasuraman, Ogren, 2019).
In order to further alleviate the modular limitation
of FSM and BT, utility-based AI was invented.
Unlike FSMs and BTs, the utility-based AI methods
check all available options rather than one at a time,
make an analysis between them, and determine the
most appropriate output. To do this, the method made
an objective comparison between actions that the
NPC can take and the game demands by assigning
normalized values to all possible actions that the NPC
can take at that moment. As for output, the action with
the highest value is usually chosen as the most
suitable decision. Therefore, utility-based AI has an
apparent advantage over complex scenarios,
indicating its flexibility and extensibility.
2.2 Tree Search
The vast majority of tasks people ask AI to do can be
transferred into a problem, which can be solved by AI
through searching for the best-fit solution. Tree
Search algorithms can be considered one of the
simplest while efficacious algorithms that can be used
to complete such a task.
Tree Search is a tree data structure and has a root
node known as the starting point. Then, it proceeds as
it explores each and every single node where each
node represents a state. When a node is reached, the
tree will have to decide which branches to execute
based on specific criteria since there are a variety
of paths with different operations and transitions to
the next corresponding step.
One famous representative of the Tree Search
algorithm is MCTS mentioned in the introduction,
which is highly applied in various games and has
achieved gigantic success. For instance, it is well-
known that MCTS played a crucial role in the Google
DeepMind AlphaGo that defeated the world Go game
MLSCM 2024 - International Conference on Modern Logistics and Supply Chain Management
448
champion in 2016 (Silver, Huang, Maddison et al,
2016). The key component of MCTS can be divided
into 4 steps:
1. Selection: starting from the root node that
represents the current game state, MCTS repeatedly
selects child nodes based on a selection policy, such
as the Upper Confidence Bound (UCB) formula, until
it reaches a leaf node, a state that is unexpanded.
2. Expansion: Following the previous step,
MCTS adds new nodes, known as the child nodes, to
the leaf nodes.
3. Simulation: MCTS then plays a random
simulation with random decisions until a terminal
state is reached. Once the terminal state is reached, it
sends a result of how well it performs with score
being calculated.
4. Backpropagation: The result of the simulation
is then propagated back to the starting point, updating
the statistics of the visited nodes and corresponding
data.
The algorithm repeats these four steps numerous
times, gradually building up the search tree and
guaranteeing the best solution.
MCTS has not only applied to Go or other classic
board games, but it has also applied to modern board
games and video games that are way more complex.
For example, researchers’ implementation of MCTS
in Settler of Catan had outperformed previous
heuristic game AI, providing a challenging opponent
for players (Chaslot, Bakkes, Szita, Spronck, 2021).
Besides this, some other scholars have deployed
MCTS on RTS games such as StarCraft to create AI
agents with multifaceted strategic decisions that are
more effective, achieving performance comparable to
that of human players (Uriarte, Ontañón, 2021).
Overall, it is easy to see the shadows of Tree Search
in various games, stating its importance and relevance
towards game industries.
2.3 Machine Learning
Machine learning, as its name implies, is a field of
artificial intelligence that enables computers and
systems to learn and improve, where the system will
adapt to the new circumstances gradually as it
explores. The are three major categories of machine
learning: supervised learning (SL), unsupervised
learning (UL) and reinforcement learning (RL).
In (SL, humans feed data to the system, where the
inputs and their corresponding outputs are labelled
and provided. The system is likely to learn the
relationship between input and output, creating a set
of rules that will predict the expected output. Unlike
SL, the dataset fed to UL is unlabelled and only
contains input. The system will make observations
and find the association of inputs according to their
features. Totally different from SL and UL of analysis,
RL works well in the field of decision-making,
especially sequential one. The system or agent is able
to interact with an environment and determine what
is deemed as good or bad behaviour in the context of
the game objective. It receives rewards or penalties as
it executes and adjusts its behaviour accordingly. The
RL model focuses more on delayed rewards, which
maximizes the cumulative long-term rewards, rather
than simply the immediate rewards. Therefore,
researchers have applied RL models to games that
emphasize such features, such as StarCraft (Zhao,
Shao, Zhu et al, 2016).
As seen, machine learning algorithms rely heavily
on data to train models and make predictions or
decisions. And so, for the data of games, video data
such as replay of players would provide gigantic
value to the training model. Many organizations such
as DeepMind and Facebook have released a great
amount of replay data sets to train their model and try
to mimic the player’s behaviour. As long as there is
sufficient data, whether it is SL, UL, or RL, it can
strongly enhance the game experience of players by
creating challenging AI agents.
3 SPECIFIC AI ALGORITHMS
FOUND IN SOME COMMON
GAME GENRES
In addition to the simple task of applying AI to the
work of NPCS, AI can also help humans in many
more areas of the game. Indeed, some specific AI has
been applied to a wide range of video game genres to
accomplish different tasks such as procedural
generation techniques for content generation in
sandbox games and constraint satisfaction problems
for a further realistic experience in simulation games
respectively.
3.1 Procedural Generation Techniques
In Sandbox game, creating a random game world is
an indispensable step. Procedural generation
techniques are powerful tools in computer
programming that can accomplish this task by its
function of automating the creation of certain data
according to algorithms. One of the major AI
algorithms of procedural generation techniques that
work in Sandbox games is noise function, such as
Perlin Noise and Simplex Noise.
An Overview of Different Artificial Intelligence Applications in Games
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Created by Ken Perlin in 1983, Perlin noise is a
procedural noise algorithm that generates a smooth,
continuous, and random pattern, which makes the
texture look more realistic even though it is generated
by AI. It accomplishes such a task as it calculates the
noise patterns by performing a series of actions such
as interpolating between a grid of random gradient
vectors and combining multiple octaves of noise.
On the other hand, also introduced by Perlin in
2002, Simplex noise served as an alternative to the
early Perlin noise, with a higher efficiency and
smoother noise pattern in complex terrain. Simplex
noise has a faster gradient evaluation that allows it to
extend to a higher dimension (Gustavson S, McEwan
I, 2022).
3.2 Constraint Satisfaction Problems
Normally, in simulation games, problems will always
arise as time progresses. For NPC to act like humans
is also an important factor in determining whether a
simulation game is good or bad. Therefore, this led to
the introduction of Constraint Satisfaction Problems,
a technique involving a series of problems that match
the above key points, into simulation games.
Constraint Satisfaction Problems is a powerful
problem-solving technique that finds solutions to
problems that involve satisfying a set of constraints
or requirements. The fundamental principle behind
Constraint Satisfaction Problems is to represent the
problem as a set of variables, each with a domain that
represents the possible value stored, and a set of
constraints that limit the values (Barták, Salido, Rossi,
2010). The goal is also set but must be accomplished
under constraint.
Constraint Satisfaction Problems fit well with
simulation games since problems emerge at any time
in this kind of game. In order to act like humans
(that’s what simulation games are looking for), the
constraints in Constraint Satisfaction Problems will
limit the behaviour of the NPC and govern the game
world. These constraints can capture the complex and
often conflicting issues that humans face in the real
world. This flexibility allows the simulation to
produce further nuanced and realistic scenarios, thus
enhancing the player’s experience.
4 CONCLUSIONS
With the summary of previous section had implies,
games are an ideal domain of AI. In this paper,
different basic AI methods and algorithms as well as
AI applications in games are summarized and
presented. However, there are still many open
questions about the application of AI in such fields.
Some of the potential challenges are listed below:
Whether the ai can become a qualified
teammate and cooperate with different types of
players, so that the player's experience would rise.
Whether the AI’s output in some algorithms
may be too predictable, which will reduce challenge
and excitement for players.
Whether humans can create a universal game
AI with a unified framework, resulting in a lower cost
of game development.
Apparently, different AI methods are most likely
relevant to each other, with each based on the other's
ability to extend new AI methods. Therefore, it is
suggested that enrolling the combination of various
AI methods that already exist in order to learn from
each other’s strong points is an essential and
ineluctable thing to do for development of new AI
methods or algorithms.
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