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Beyond Behavior

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Title: Beyond Behavior


1
Next-Gen Content Creation for Next-Gen AI
Damián Isla, Naimad Games
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?)

3
Photoshop of AI Panel, GDC 09
4
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5
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6
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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

8
The Problem
  • AI is HARD
  • Technically complex
  • Highly interconnected
  • Impossible to test
  • Culturally awkward

9
The Problem
Designer
Engineer
10
2 Solutions
  • Need a new breed of engineering-competent
    designers or design-sensitive engineers (Michael
    Mateas)
  • Need better authoring paradigms, a Photoshop of
    AI (Chris Hecker)

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?

12
Wisdom from Douglas Adams
  • AI is a 5-dimensional problem
  • How do you
  • Visualize
  • Explore
  • Specify
  • that entire space?

13
AI Content Creation
  • How do we currently author AI content for games?

14
AI Content Creation
  • AI is HARD
  • Technically complex
  • Highly interconnected
  • Impossible to test
  • Culturally awkward

15
AI Content Creation
16
State of the Art
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)

18
The State of the Art
  • Reactive

19
The State of the Art
  • when A happens, do B
  • x 10,000

20
Managing Complexity in the Halo 2 AI (GDC 05)
21
BT Editor Prototype, Alex Champandard,
AIGameDev.com
22
misBeHavinG BT Editor, Michael Dawe, Big Huge
Games
23
Situation Editor, NBA 09 The Inside, Brian
Schwab, SONY
24
Zombie, Steve Mariotti, Nihilistic Software
25
SPIROPS A.I.
26
Final Fantasy 12 Gambit System, Square Enix
27
The State of the Art
  • Planning

28
F.E.A.R., Jeff Orkin, Monolith Productions
29
F.E.A.R., Jeff Orkin, Monolith Productions
30
Planning
  • Opportunity?
  • A tool that allows designers to
  • Influence
  • Visualize
  • Debug
  • their plans

31
The State of the Art
  • Affordance-based

32
The Sims, EA/Maxis
33
Halo 3 Building a Better Battle (GDC 08)
34
Halo 3 Building a Better Battle (GDC 08)
35
Environment markup in Assassins Creed, Ubisoft
36
The State of the Art
  • Learning

37
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38
AC Game Recording Viewer, Artificial Contender,
TruSoft
39
AC Knowledge Viewer, Artificial Contender, TruSoft
40
The Restaurant Game, Jeff Orkin, MIT Media Lab
http//theRestaurantGame.net
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?

42
N-Grams
Troilus and Cressida
  • They say all lovers swear more performance than
    they are wont to keep obliged faith unforfeited.
  • - Shakespearean Quadrigram

Deep Structure Fail
Merchant of Venice
43
The State of the Art
  • The Periphery

44
Kynapse UnrealEd Plugin, Autodesk
45
Havok Behavior
46
Endorphin, NaturalMotion
47
The Future
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?

49
The Photoshop of AI
  • Warning Craziness ahead

50
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51
?
?
52
(No Transcript)
53
(No Transcript)
54
MC Leon, Improv Technologies, Siggraph 99
Façade, Mateas Stern
55
"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."
Constantin Stanislavski (1863-1938)
56
Method Acting
  • Designer
  • Whoa, whoa, whoa, stop. You should have run away
    screaming right there.
  • AI
  • Really? What, because of the grenade?

57
Method Acting
  • Designer
  • No, no, because of the kitten.
  • AI
  • Huh. So Im afraid of kittens?
  • Designer
  • Yes.

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!

59
(No Transcript)
60
Cooperative AI
  • Medical Expert Systems
  • Mycin
  • CALO/IRIS
  • GPS Navigation
  • Clippy

61
2 Solutions
  • Need a new breed of engineering-competent
    designers or design-sensitive engineers (Michael
    Mateas)
  • Need better authoring paradigms, a Photoshop of
    AI (Chris Hecker)

62
2 Solutions
  • 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.

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
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