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

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Presentation on theme: "Next-Gen Content Creation for Next-Gen AI Damián Isla, Naimad Games."— Presentation transcript:

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

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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 Fundamentally not in a position to fully specify all fun- relevant behavior Fundamentally not responsible for fun

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)

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 The path of least resistance: do it in code The path of least resistance: do it in code

15 AI Content Creation EngineerDesigner Everything in code- All procedure in codeExposed parameters Framework in code Visual construction / managed coding HarnessEverything in script

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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) melee shoot grenade uncover pursue cover sleep fight search hide idle root

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

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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)

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35 Environment markup in Assassins Creed, Ubisoft

36 The State of the Art Learning

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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 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

43 The State of the Art The Periphery

44 Kynapse UnrealEd Plugin, Autodesk

45 Havok Behavior

46 Endorphin, NaturalMotion

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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

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51 ??

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54 Façade, Mateas & Stern MC Leon, Improv Technologies, Siggraph 99

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."

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!

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60 Cooperative AI Medical Expert Systems Mycin CALO/IRIS GPS Navigation Clippy

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)

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.

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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