Next-Gen Content Creation for Next-Gen AI

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Next-Gen Content Creation for Next-Gen AI. Damin Isla, Naimad Games. 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?). Photoshop of AI Panel, GDC 09. The Starting Point. - PowerPoint PPT Presentation

Transcript

  • Next-Gen Content Creation forNext-Gen AIDamin Isla, Naimad Games

  • 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?)

  • Photoshop of AI Panel, GDC 09

  • The Starting PointThe central competency of Game AI is expressive power for the behavior author,not intelligence

    Intelligence is only useful insofar asIt enables gameplayIt supports the fictionIt makes the game more fun

  • The ProblemAI is HARD

    Technically complexHighly interconnectedImpossible to testCulturally awkward

  • The ProblemDesignerEngineer

  • 2 SolutionsNeed a new breed of engineering-competent designers or design-sensitive engineers (Michael Mateas)

    Need better authoring paradigms, a Photoshop of AI (Chris Hecker)

  • The Photoshop of AIWhy has game AI not settled onCommon control structuresCommon authoring paradigmsCommon metricsCommon APIs

    Why are we so very, very far from WYSIWIG?What does WYSIWIG even mean?

  • Wisdom from Douglas Adams

    AI is a 5-dimensional problem

    How do youVisualizeExploreSpecifythat entire space?

  • AI Content Creation

    How do we currently author AI content for games?

  • AI Content CreationAI is HARD

    Technically complexHighly interconnectedImpossible to testCulturally awkward

  • AI Content Creation

    EngineerDesignerEverything in code-All procedure in codeExposed parametersFramework in codeVisual construction / managed codingHarnessEverything in script

  • Disclaimer(s)This is my own highly-biased point of view.

    Not going to talk about content creation forStrategic AILiving-world AIProcedural narrativeSpatial ReasoningEtc.

    (Also not going to define AI)

  • The State of the Art

    Reactive

  • The State of the Art

    when A happens, do Bx 10,000

  • Managing Complexity in the Halo 2 AI (GDC 05)

  • BT Editor Prototype, Alex Champandard, AIGameDev.com

  • misBeHavinG BT Editor, Michael Dawe, Big Huge Games

  • Situation Editor, NBA 09: The Inside, Brian Schwab, SONY

  • Zombie, Steve Mariotti, Nihilistic Software

  • SPIROPS A.I.

  • Final Fantasy 12 Gambit System, Square Enix

  • The State of the Art

    Planning

  • F.E.A.R., Jeff Orkin, Monolith Productions

  • F.E.A.R., Jeff Orkin, Monolith Productions

  • PlanningOpportunity?

    A tool that allows designers toInfluenceVisualizeDebugtheir plans

  • The State of the Art

    Affordance-based

  • The Sims, EA/Maxis

  • Halo 3: Building a Better Battle (GDC 08)

  • Halo 3: Building a Better Battle (GDC 08)

  • Environment markup in Assassins Creed, Ubisoft

  • The State of the Art

    Learning

  • AC Game Recording Viewer, Artificial Contender, TruSoft

  • AC Knowledge Viewer, Artificial Contender, TruSoft

  • The Restaurant Game, Jeff Orkin, MIT Media Lab http://theRestaurantGame.net

  • Behavior CapturePros: leverage the data-mining revolutionPotentially no custom interface at all?

    Questions:Iteration timeTweakabilityTransparencyAre we learning the right things?Are we learning the deep structure?

  • N-GramsThey say all lovers swear more performance than they are wont to keep obliged faith unforfeited.

    - Shakespearean Quadrigram

    Troilus and CressidaMerchant ofVeniceDeep Structure Fail

  • The State of the Art

    The Periphery

  • Kynapse UnrealEd Plugin, Autodesk

  • Havok Behavior

  • Endorphin, NaturalMotion

  • The FutureMiddleware continues to eat away at the periphery of the intelligence problemIntelligent animationPathfindingGesture recognitionVisionNatural languageBehavior Capture

    But what about the Photoshop of AI?

  • The Photoshop of AI

    Warning: Craziness ahead

  • ??

  • Faade, Mateas & SternMC Leon, Improv Technologies, Siggraph 99

  • 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."

  • Method ActingDesignerWhoa, whoa, whoa, stop. You should have run away screaming right there.

    AIReally? What, because of the grenade?

  • Method ActingDesignerNo, no, because of the kitten.

    AIHuh. So Im afraid of kittens?

    DesignerYes.

  • Method ActingAISo would you say Im more afraid of kittens or of water?

    DesignerWell, I hadnt thought of it, but yeah, I would say youre more afraid of kittens.

    AIAlright. Lets go again!

  • Cooperative AIMedical Expert SystemsMycin

    CALO/IRIS

    GPS Navigation

    Clippy

  • 2 SolutionsNeed a new breed of engineering-competent designers or design-sensitive engineers (Michael Mateas)

    Need better authoring paradigms, a Photoshop of AI (Chris Hecker)

  • 2 SolutionsBoth

    Content creation for AI will continue to be extremely technicalIt will be a form of codingIt will be done by designers*

    * where designer is defined as the person responsible for making the game fun.

  • ThanksAlex Champandard, AiGameDev.comPetra Champandard-Pail, AiGameDev.comMichael Dawe, Big Huge GamesBrett Laming, Rockstar LeedsSteve Mariotti, Nihilistic SoftwareJeff Orkin, MIT Media Lab / Monolith ProductionsBrian Schwab, SCEABungie Studios

    One of the big questions surrounding game AI today.*The Photoshop of 2d Art: Photoshop*Photoshop 3d: mudbox/zbrush*The photoshop of AI.*Now before everyone gets made at me:This is not a slam against the engineer at all. The engineer has a TON on his plate. His responsibilities DO include stability, performance, bug-squashing etc. It is just a matter of reality that, because of the chain of command in which the engineer finds himself, when the rubber hits the road improving framerate and fixing bugs are always going to win out over make the game fun.

    And I believe this is necessarily so. The tension between the designers give me more! and the engineers you need to do less! is, I think, a healthy and productive one.*The fifth dimension is probability. As you travel back and forth through the 5th dimension over a given time and place, you are seeing timelines that are more or less probable.*One of the big questions surrounding game AI today.*3 general approaches imperative, declarative, learned?*1 detecting xml tags2 finding a credit card number*The only complicated thing about when A, do B is scale. *We talked about behavior trees at gdc 05. What we didnt talk about was the fact that designers had little to no control over the shape of the tree.*Luckily, others have made up for that shortcoming.

    In Alexs prototype, designers can author the structure of the tree and provide parameters for the individual behaviors. Of course, the code of the behaviors in this approach remains hidden from the designer.*In this approach, the behavior logic too is exposed through the pane of lua code at the bottom right.*Some alternative architectures. Brian Schwabs abstract state machines. The part I like is the spatial interface to the right.*And Steves decision tree architecture. Vaguely like behavior trees, but stateless.*Behavior authoring as a gameplay element.*1 detecting xml tags2 finding a credit card number*This is monoliths generic datarecord editor. Here, we are adding a couple of goals to a new character, GDC06. Elsewhere, we would add actions, which are the rules of this planning formulation.

    There were no custom plan-authoring interfaces done for Fear.*1 detecting xml tags2 finding a credit card number*In the SIMs, the designer (player) authors AI by furnishing the Sims house.

    The furnishings advertise their affordances, and the Sim does hill-climbing up a happyscape towards the object that will best satisfy its most urgent need.*Like the SIMs, except tasks in this case are hierarchical, prioritized and have capacities. And, many AIs are competing for the tasks at the same time.*AngryAnts Behave Plugin for Unity*Environmental markup for intelligent animation.*1 detecting xml tags2 finding a credit card number*Learning has appeared as a gameplay feature a handful of times.*An application of learning on the content creation side: behavior capture.**Jeff Orkin is doing behavior capture on his Restaurant Game, in which two human players role-play as waiter and patron. The result should be a model of restaurant behavior.

    Jeff is almost at 10,000 games. Help him out!*The danger of not addressing deep structure: the kind of local coherence/global incoherence that is typical of, say, N-grams (when used generatively).*Some of the true successes of AI have come from the periphery.*What have been finding is that though marketed as for the animator, in fact there is a new role of technical animators or animation scripters that are the true consumers of these kinds of tools. People who are very technical but also have an animators eye for movement.*Synthesizing new motions through a superposition of low-level motor behaviors = the future.**2d and 3d art have thousands of years of precendent from which to draw for their authoring paradigms and metaphors.*What are the corresponding classical examples of behavior creation/modification?

    (Note: Bender is a far more interesting character than Data).*Here are some examples.*My favorite.*Lots of precendent in terms of thinking of AI through a theatrical/acting metaphor:Mateas + SternAdam Lab at Georgia TechOz Project*Stanislavski, cr