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Taking AI from the Laboratory to WalMart

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Taking AI from the Laboratory to Wal-Mart. What Game Players Think They See ... Develops advanced computer entertainment simulations (games) and migrates proven ... – PowerPoint PPT presentation

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Title: Taking AI from the Laboratory to WalMart


1
Taking AI from the Laboratory to Wal-Mart
  • What Game Players Think They See

2
What is BreakAway, Ltd.
  • Develops advanced computer entertainment
    simulations (games) and migrates proven M,S,V
    tools to Gov/Military for Strategic/Operational
    training models and simulations for
  • Experimentation Safe environment for failure
  • Problem solving Quick what ifs
  • Decision support Make vs. buy
  • Analysis Law of unintended consequences
    interdependencies
  • Training Resources/Cost containment
  • Outcome Management MOEs

3
What I will Talk About
  • How customers and players respond to AI
  • What they expect from AI
  • How you/developers/researchers can improve their
    response to AI
  • Game design paradigms that might apply to
    Cognitive Science.

4
What I Base These Opinions On
  • Responses to games by
  • Focus Groups
  • Beta Test Groups
  • Customer Responses
  • Personal Interactions with Customers
  • Playing Games
  • So all statements are just my opinions. There is
    absolutely no data behind any of these statements.

5
Public Transportation
  • QWhy wont most people use public
    transportation?
  • AMost people continue to use their car because
    it is the only time they have alone.

6
Game Design Rules
  • One Decision Per Minute
  • The Computer Shouldnt Have the Fun
  • Decisions are only real if both options have a
    possible positive outcome in the players
    understanding of the decision.
  • Users are better than the developers ALWAYS.

7
Symbolic Play
  • Young players playing games they dont yet
    understand.
  • Innovative strategies
  • Unit Types put to other uses

8
Game Players vs AI
  • Football AI vs. Randomness
  • Players think the AI is smarter if it surprises
    them.
  • Simply reacting properly isnt seen as
    intelligence
  • A player may have a concept of intelligent play
    that doesnt match reality.
  • Dont do something dumb repeatedly. It is ok to
    do dumb things occasionally.

9
Players want to believe
  • Football Penalty Example
  • Game players map their knowledge of the real
    world onto what they see on the screen
  • Dr Mimi Chatterbot
  • People get emotionally involved in the virtual
    world
  • Path-finding Example
  • Once players have formed a concept of what the
    computer is doing it is very hard to correct them.

10
Focus on What Players See Most
  • Indy Racing Example
  • Players are not professional drivers
  • Players first impressions are important
  • Football Animation
  • Careful attention to what the players actually
    see is important

11
Dont Learn to be Dumb
  • Football Coach AI learning
  • Players arent acting realistically so learning
    from them is dubious.
  • Be selective in what you learn. Players often
    have bizarre strategies.
  • Realism of the simulation is directly related to
    the quality and type of learning that can be done.

12
Basic Points
  • People notice intelligence when they are
    surprised by something.
  • Trivial dumbness will overwhelm any actual
    smartness.
  • Spend time on the things they see, not the things
    that are the most interesting challenges to you.
  • Sometimes learning is bad.

13
Main Point
  • Users want to believe a program is smart so
    dont do anything that will dissuade them
  • Create and maintain the suspension of disbelief

14
Conclusions
  • Doug Whatley dwhatley_at_breakawayltd.com
  • Products should be designed around the consumer.
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