Next-Gen Content Creation for Next-Gen AI Damián Isla, Naimad Games.

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<ul><li>Slide 1</li></ul> <p>Next-Gen Content Creation for Next-Gen AI Damin Isla, Naimad Games Slide 2 AI Content Creation Whats the best way to author AI content for games? (And who does the authoring?) (And what is AI Content in the first place?) Slide 3 Photoshop of AI Panel, GDC 09 Slide 4 Slide 5 Slide 6 Slide 7 The Starting Point The central competency of Game AI is expressive power for the behavior author, not intelligence Intelligence is only useful insofar as It enables gameplay It supports the fiction It makes the game more fun Slide 8 The Problem AI is HARD Technically complex Highly interconnected Impossible to test Culturally awkward Slide 9 The Problem Designer Engineer Fundamentally not in a position to fully specify all fun- relevant behavior Fundamentally not responsible for fun Slide 10 2 Solutions 1. Need a new breed of engineering-competent designers or design-sensitive engineers (Michael Mateas) 2. Need better authoring paradigms, a Photoshop of AI (Chris Hecker) Slide 11 The Photoshop of AI Why has game AI not settled on Common control structures Common authoring paradigms Common metrics Common APIs Why are we so very, very far from WYSIWIG? What does WYSIWIG even mean? Slide 12 Wisdom from Douglas Adams AI is a 5-dimensional problem How do you Visualize Explore Specify that entire space? Slide 13 AI Content Creation How do we currently author AI content for games? Slide 14 AI Content Creation AI is HARD Technically complex Highly interconnected Impossible to test Culturally awkward The path of least resistance: do it in code The path of least resistance: do it in code Slide 15 AI Content Creation EngineerDesigner Everything in code- All procedure in codeExposed parameters Framework in code Visual construction / managed coding HarnessEverything in script Slide 16 Slide 17 Disclaimer(s) This is my own highly-biased point of view. Not going to talk about content creation for Strategic AI Living-world AI Procedural narrative Spatial Reasoning Etc. (Also not going to define AI) Slide 18 The State of the Art Reactive Slide 19 The State of the Art when A happens, do B x 10,000 Slide 20 Managing Complexity in the Halo 2 AI (GDC 05) melee shoot grenade uncover pursue cover sleep fight search hide idle root Slide 21 BT Editor Prototype, Alex Champandard, AIGameDev.com Slide 22 misBeHavinG BT Editor, Michael Dawe, Big Huge Games Slide 23 Situation Editor, NBA 09: The Inside, Brian Schwab, SONY Slide 24 Zombie, Steve Mariotti, Nihilistic Software Slide 25 SPIROPS A.I. Slide 26 Final Fantasy 12 Gambit System, Square Enix Slide 27 The State of the Art Planning Slide 28 F.E.A.R., Jeff Orkin, Monolith Productions Slide 29 Slide 30 Planning Opportunity? A tool that allows designers to Influence Visualize Debug their plans Slide 31 The State of the Art Affordance-based Slide 32 The Sims, EA/Maxis Slide 33 Halo 3: Building a Better Battle (GDC 08) Slide 34 Slide 35 Environment markup in Assassins Creed, Ubisoft Slide 36 The State of the Art Learning Slide 37 Slide 38 AC Game Recording Viewer, Artificial Contender, TruSoft Slide 39 AC Knowledge Viewer, Artificial Contender, TruSoft Slide 40 The Restaurant Game, Jeff Orkin, MIT Media Lab http://theRestaurantGame.net Slide 41 Behavior Capture Pros: leverage the data-mining revolution Potentially no custom interface at all? Questions: Iteration time Tweakability Transparency Are we learning the right things? Are we learning the deep structure? Slide 42 N-Grams They say all lovers swear more performance than they are wont to keep obliged faith unforfeited. - Shakespearean Quadrigram Troilus and Cressida Merchant of Venice Deep Structure Fail Slide 43 The State of the Art The Periphery Slide 44 Kynapse UnrealEd Plugin, Autodesk Slide 45 Havok Behavior Slide 46 Endorphin, NaturalMotion Slide 47 Slide 48 The Future Middleware continues to eat away at the periphery of the intelligence problem Intelligent animation Pathfinding Gesture recognition Vision Natural language Behavior Capture But what about the Photoshop of AI? Slide 49 The Photoshop of AI Warning: Craziness ahead Slide 50 Slide 51 ?? Slide 52 Slide 53 Slide 54 Faade, Mateas &amp; Stern MC Leon, Improv Technologies, Siggraph 99 Slide 55 Constantin Stanislavski (1863-1938) "If you know your character's thoughts, the proper vocal and bodily expressions will naturally follow." "All action on the stage must have an inner justification, be logical, coherent, and real." Slide 56 Method Acting Designer Whoa, whoa, whoa, stop. You should have run away screaming right there. AI Really? What, because of the grenade? Slide 57 Method Acting Designer No, no, because of the kitten. AI Huh. So Im afraid of kittens? Designer Yes. Slide 58 Method Acting AI So would you say Im more afraid of kittens or of water? Designer Well, I hadnt thought of it, but yeah, I would say youre more afraid of kittens. AI Alright. Lets go again! Slide 59 Slide 60 Cooperative AI Medical Expert Systems Mycin CALO/IRIS GPS Navigation Clippy Slide 61 2 Solutions 1. Need a new breed of engineering-competent designers or design-sensitive engineers (Michael Mateas) 2. Need better authoring paradigms, a Photoshop of AI (Chris Hecker) Slide 62 2 Solutions 3. Both Content creation for AI will continue to be extremely technical It will be a form of coding It will be done by designers* * where designer is defined as the person responsible for making the game fun. Slide 63 Thanks Alex Champandard, AiGameDev.com Petra Champandard-Pail, AiGameDev.com Michael Dawe, Big Huge Games Brett Laming, Rockstar Leeds Steve Mariotti, Nihilistic Software Jeff Orkin, MIT Media Lab / Monolith Productions Brian Schwab, SCEA Bungie Studios </p>

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