Jason Hutchens - PowerPoint PPT Presentation

About This Presentation
Title:

Jason Hutchens

Description:

2004 Team Bondi Pty. Ltd. Interactive Drama Dynamic Dialogue and Sandbox Worlds / AGDC ... It's fun to 'muck around' within these 'sandbox worlds' ... – PowerPoint PPT presentation

Number of Views:39
Avg rating:3.0/5.0
Slides: 34
Provided by: agdc
Category:
Tags: hutchens | jason | muck

less

Transcript and Presenter's Notes

Title: Jason Hutchens


1
(No Transcript)
2
Jason Hutchens
AI Team Lead Team Bondi
3
Interactive Drama
Dynamic Dialogue and Sandbox Worlds
4
ABOUT ME
  • Research in Grammatical Inference and Data
    Compression.
  • Worked at Lionhead Studios on Black White.
  • Former Chief Scientist of Artificial
    Intelligence Inc. in Israel.
  • Recently joined Team Bondi as AI Team Lead.

5
BLACK WHITE
6
SCOPE
  • No State Machines, Scripting, A or Flocking.
  • Use AI to create a dramatic experience for the
    player.
  • What can be achieved on Sony's next-gen console?

7
ARTIFICIAL INTELLIGENCE
  • A contentious term. Slippery to define
  • Turing un-asked the question what is
    intelligence via his Test.
  • We're specifically interested in behaviour that
    appears intelligent.

8
INFORMATION THEORY
  • Intelligent behaviour is unpredictable yet
    relevant.
  • Eliminate randomness and repetition maintain
    reasonable surprise.
  • Behaviourism predicts the slot machine
    phenomenon.

9
EXAMPLE
  • Stochastic language models generate unpredictable
    sentences
  • MegaHAL WITHIN MY PENGUIN LIES A TORRID STORY OF
    HATE AND LOVE.
  • Keyword-based generation helps to make them
    relevant.
  • User In 1793 the french king was executed.
  • MegaHAL HA HA! CORRECT. ALTHOUGH, EXECUTED HAS
    MULTIPLE MEANINGS.
  • Users talk to this thing for hours on end, and
    respond emotionally.

10
SANDBOX WORLDS
  • Graphics got fast and detailed, so players wanted
    more interaction.
  • Physics improved, and is now practically
    mandatory.
  • It's fun to muck around within these sandbox
    worlds.
  • AI required to populate the world with believable
    characters.

11
INTERACTIVE DRAMA
  • All the world's a stage add a compelling story
    to the mix.
  • Façade, by Mateas and Stern, is an example
    (InteractiveStory.net).
  • Dialogue is a necessary component.
  • AI required to present the story, and process the
    dialogue.

12
AUDIENCE OR PROTAGONIST?
  • Cut-scenes are non-interactive and quickly become
    repetitive.
  • Sandbox worlds lack dramatic tension.
  • Rather than being the protagonist, the player
    may act in their role.
  • AI required to interpret player action with
    respect to its context.

13
GAME AI
  • Typically, only 5 of resources spent on AI.
  • We'll soon have the power of a desktop PC of the
    early 1990's.
  • Create a compelling experience on such
    technology.
  • We need to look beyond the search-and-optimise of
    GOFAI.

14
SUMMARY
  • AI is required to populate the world with
    believable characters.
  • AI is required to present the story.
  • AI is required to process the dialogue.
  • AI is required to interpret player action.

15
THE CHALLENGE
16
ARCHITECTURE
17
PLAYER MODEL
18
PLAYER MODEL
  • Requirement Interpret player action.
  • Goal Balance player freedom with narrative
    consistency.
  • Goal Enable cinematic presentation of gameplay
    sequences.
  • Abstracted commands context provided by story,
    world and subject.

19
DIALOGUE ENGINE
20
DIALOGUE ENGINE
  • Requirement Process the dialogue.
  • Goal Ubiquitous, believable conversations.
  • Voice acting, localisation and input devices
    limit the possibilities.
  • Move beyond menu-based conversation and taunts.

21
DIALOGUE ENGINE
  • Adopt Mann's Dialogue Macrogame Theory.
  • A conversation is a sequence of short dialogue
    games.
  • Players take turns speaking, and negotiate game
    entry and exit.
  • Dialogue Engine moderates the games, and issues
    potential actions.

22
DRAMA MANAGER
23
DRAMA MANAGER
  • Requirement Present the story.
  • Goal Select a story thread and direct other
    components.
  • Provide potential dialogue games to the Dialogue
    Engine.
  • Constrain the behaviour of the Player Model and
    the Cast.
  • Inform the Camera, etc.

24
STORY ENGINE
25
STORY ENGINE
  • Requirement Present the story.
  • Goal Provide potential story threads to the
    Drama Manager.
  • Story threads specify cast, dialogue, locations,
    props, etc.
  • Story Engine selects relevant story threads
    opportunistically.
  • Each thread is a network of potential dramatic
    moments, or beats.

26
CAST MANAGER
27
CAST MANAGER
  • Requirement Populate the world with believable
    characters.
  • Goal A world of 1.5 million inhabitants.
  • Goal Embodied, autonomous, reactive and
    conversational NPCs.
  • Extras provide background, and ad lib when
    necessary.
  • Heroes participate in the overarching story.

28
CAST MANAGER
  • NPCs have personality, emotion and a hierarchy of
    relationships.
  • Extras are spawned at random, according to
    demographics.
  • Extras behave reactively, foraging the
    environment and exiting ASAP.
  • Heroes are hand-crafted, and inhabit the world
    persistently.
  • Heroes behave deliberatively, as specified by
    story and routine.

29
WORLD MODEL
30
WORLD MODEL
  • Provide world knowledge to Story Engine and Cast
    Manager.
  • Manage non-story events that occur throughout the
    world.
  • Provide appropriate dialogue games for talking
    about them.

31
WORLD MODEL
  • Adopt Milgram's Six Degrees of Separation.
  • A grapevine extends from the NPC to an item of
    world knowledge.
  • Probability of existence may be estimated.
  • Each NPC appears to have their own knowledge of
    the world.

32
CONCLUSION
  • Suspension of disbelief requires believable
    worlds.
  • Technology only worth using if it enhances the
    player's experience.
  • We have the resources to build an AI team to
    achieve them.
  • And the opportunity to create a groundbreaking,
    immersive game.
  • JasonHutchens_at_gmail.com

33
(No Transcript)
Write a Comment
User Comments (0)
About PowerShow.com