Artificial Intelligence approaches for the generation and assessment of believable human-like behaviour in virtual characters
Introduction
The design and implementation of believable artificial agents, truly indistinguishable from humans, remains an open problem. This challenge has been typically addressed from two interrelated perspectives within cognitive science. On one hand, psychological models of human cognition try to explain how human behaviour is produced. On the other hand, computational models implemented in artificial agents try to replicate to some extent human-like behaviour. In this work, we focus exclusively in the sensorimotor behavioural dimension, setting aside any concerns related to the physical appearance of the artificial agents or their verbal report capabilities.
The imitation game proposed by Turing is the paradigmatic test for believability. However, current state of the art in cognitive and computer sciences has not reached the degree of development in which this test could be considered truly achievable. Therefore, a number of different variations of the original Turing test have been proposed, usually limited Turing tests with relaxed constraints and more specific problem domains. In this paper, we focus in a specific limited version of the Turing test designed for virtual characters and based in a First-Person Shooter (FPS) video game.
From the point of view of the scientific research on human cognition, video game characters are an interesting case of artificial agents because they are easy to implement using the video game industry state of the art tools and their virtual environments can become quite complex, simulating a great variety of contexts and ambient conditions. Furthermore, interaction with real world and with human players is also seamlessly integrated in real-time, as video games are designed to facilitate the prompt interaction between human players and non-player characters (NPC).
While old game character implementations (for instance, Pac-Man ghosts or Space Invaders alien spacecrafts) were based on really simple pre-programmed and scripted behaviours, modern AAA video games are developed to simulate real complex environments and they require engaging, realistic and believable human-like behaviour for their NPCs. Although scripted behaviours might still be acceptable for some specific scenarios, AAA game consumers expect to find synthetic characters at the same level of behavioural realism and unpredictability as evoked by the visual experience of the game.
Generally, human-like behaviour is difficult to both define and test. In fact, the Turing test paradigm stills apply to this problem because no better alternatives have been found to characterise human behaviour. In the realm of computer games, this elusive characterisation might, in principle, be seen easier to define. For instance, human players usually consider disappointing the behaviour of artificial characters for two main reasons (Nareyek, 2004): they are either too intelligent, rational and accurate to be human, or on the contrary, they are too silly. Therefore, the challenge is to find that blurred medium level that characterises human player behaviour.
From the point of view of cognitive science, human-level intelligence and human-like behaviour can be considered as produced by several interrelated psychological processes, ranging from basic activation processes like primary motivations to complex high level cognitive processes such as set shifting and imitation learning. The current knowledge we have about these processes can be used to inspire the design of artificial cognitive architectures. In this paper, we present three different approaches to this sort of inspiration and put them to the test in an adapted version of the Turing test based in a video game (Hingston, 2009). Additionally, we assess the believability (or “humanness”) of these bots using two different assessing methods: First-person and Third-person judges.
The remainder of this paper is structured as follows. In the next section we discuss the problems of assessing believability and describe the testing protocols we have used in this research. In Section 3 we present the different approaches to the design of believable agents, followed in Section 4 by a description of the implementations that we have developed for the believability experiments. Finally, experimental results are presented in Section 5 and discussed in Section 7.
Section snippets
Testing for believability in video games
Testing for human-like behaviour is not straightforward as different observers usually pay attention to different aspects (Arrabales et al., 2012). Therefore the task of judging the believability of a video game character can be approached from the perspective of inter-subjective assessment. In this context there is a key factor to take into account: the possible differences between First-person and Third-person observation. Togelius et al. (2012) argue that believability is better assessed
Different approaches to the design of believable characters
A number of different approaches can be used to address the problem of believable behaviour generation. We can distinguish between two main types of approaches in the design of artificial agent controllers. In one hand, controllers can be built and trained based on data obtained by logs of human behavioural data. On the other hand, controllers can be designed based on models of human cognition. While the former exploit the statistical structure of actions in typical human behaviour, the latter
NPC controller implementations
In this section we describe the three different NPC controllers that we have designed, built and confronted to each other for experimentation.
Experimental results
In the following we summarise the results we have obtained confronting our bot controllers to both the First-person and Third-person believability assessments.
Discussion
As we have shown, three different approaches were designed and compared using two different measurements methods. We can observe that although ANN approach obtains better results in First-person experimentation, in general, cognitive approach CCBotSOAR is the best option. In Fig. 8 we compare the results of the two assessment methods for the three bots. Consistently the First-person method offers a higher humanness ratio for all bots. Applying the Student’s T-test for the paired samples
Conclusions
As introduced in this paper, the automatic generation of human-like behaviour is an enormous challenge, even when addressed in the constrained domain of a video game without verbal interaction. We have explored the application of different control architectures and also new ways to address the problem of assessment. The results obtained clearly indicate that the Third-person approach to assessment is much more demanding in this context. Therefore, we plan to perform more extensive testing using
Acknowledgements
The research reported here has been in part supported by the project TIN2011-24660, funded by the Spanish Ministry of Science and Innovation, and the project FCT-13-7848, funded by the Spanish Foundation for Science and Technology http://human-machine.unizar.es/. This work is also supported by the Spanish MICINN projects TRA2011-29454-C03-01 and TIN2011-25606. The authors also want to thank Philip Hingston for providing the BotPrize competition testing environment.
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