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Next-Gen Content Creation for Next-Gen Content Creation for

Next-Gen Content Creation for - PowerPoint Presentation

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Next-Gen Content Creation for - PPT Presentation

NextGen AI Damián Isla Moonshot Games 2 The Photoshop of AI Debate Structure vs Style Hecker GDC 2008 Photoshop of AI Hecker Rabin Isla Reynolds Pfiefer GDC 2009 NextGen Content Creation for NextGen AI Isla FDG 2009 ID: 628745

photoshop content game behavior content photoshop behavior game games learning gdc gen state art fun mateas hecker michael jeff orkin creation afraid

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Presentation Transcript

Slide1

Next-Gen Content Creation forNext-Gen AI

Damián IslaMoonshot Games

2Slide2

The Photoshop of AI DebateStructure vs. Style –Hecker, GDC 2008

Photoshop of AI – Hecker, Rabin, Isla, Reynolds, Pfiefer, GDC 2009

Next-Gen Content Creation for Next-Gen AI – Isla, FDG 2009The Photoshop of AI Debate – Mateas, AIIDE 2009Slide3
Slide4
Slide5
Slide6

Style vs. StructureFor “hard interactive problems”, there are representations that are both

Computationally tractableExpressively parameterizableE.g.

bitmaps, the texture-mapped triangleSlide7

AI Content Creation

Can there exist a style/structure breakdown that makes a Photoshop of AI possible?What’s the best way to author AI content for games?

(And who does the authoring?)(And what the hell is “AI Content” anyway?)Slide8

“A small studio making downloadable games with triple-A production values and technology.”

?!Slide9

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 funSlide10

The ProblemAI is HARD

Technically complexHighly interconnectedImpossible to testCulturally awkwardSlide11

The Problem

Designer

Engineer

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

Fundamentally not responsible for funSlide12

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

)Slide13

The Photoshop of AIPhotoshop of AI = WYSIWIG AI

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

?Slide14

Wisdom from Douglas AdamsAI is a 5-dimensional problem

How do youVisualizeExploreSpecify

that entire space?Slide15

AI Content Creation

How do we currently author AI content for games?Slide16

AI Content CreationAI is HARD

Technically complexHighly interconnectedImpossible to testCulturally awkward

The path of least resistance:

“do it in code”Slide17

AI Content CreationEverything in code

Everything in dataSlide18

State of the ArtSlide19

DisclaimerTwo things I’m not going to talk aboutGenre-specific AIRTS, FPS, racing, etc.

The PeripheryDon’t deal with the 5D problemDon’t suffer from a lack of expressive controlSlide20

The State of the Art

Imperative

when A happens, do Bx 10,000Slide21

Our old friend, the FSM

fight

search

hide

idleSlide22

Managing Complexity in the Halo 2 AI (GDC 05)

melee

shoot

grenade

uncover

pursue

cover

sleep

fight

search

hide

idle

rootSlide23

BT Editor Prototype, Alex

Champandard, AIGameDev.comSlide24

misBeHavinG BT Editor, Michael Dawe, Big Huge GamesSlide25

The State of the Art

Declarative

“I’ll describe what can be done, and then you take care of the details.”Slide26

The Sims, EA/MaxisSlide27

Halo 3: Building a Better Battle (GDC 08)Slide28

Halo 3: Building a Better Battle (GDC 08)Slide29

F.E.A.R., Jeff Orkin, Monolith ProductionsSlide30

F.E.A.R., Jeff Orkin, Monolith ProductionsSlide31

SPIROPS A.I.Slide32

So Where is the Photoshop of AI?Slide33

Where is the PSOAI?One thing we can say:It will be some form of off-line learning.

(If it is possible at all)Slide34

Where is the PSOAI?Two possibilities:Behavior Capture

Cooperative / Expert-system / Virtual actor / Reinforcement-learning AI ExtravaganzaSlide35

AC Game Recording Viewer, Artificial Contender,

TruSoftSlide36

AC Knowledge Viewer, Artificial Contender,

TruSoftSlide37

The Restaurant Game, Jeff Orkin, MIT Media Lab http://theRestaurantGame.netSlide38

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?Slide39

The State of the Art

Cooperative / Expert-system / Virtual actor / Reinforcement-learning AI Extravaganza!Slide40
Slide41

?

?Slide42
Slide43

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

."Slide44

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

AIReally? What, because of the grenade?Slide45

Method ActingDesignerNo, no, because of the kitten.

AIHuh. So I’m afraid of kittens?DesignerYes.Slide46

Method ActingAISo would you say I’m more afraid of kittens or of water?

DesignerWell, I hadn’t thought of it, but … yeah, I would say you’re more afraid of kittens.AI

Alright. Let’s go again!Slide47
Slide48

Cooperative AIMedical Expert SystemsMycin

CALO/IRISClippySlide49

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

)Slide50

2 SolutionsWith Reservations:

It will be a form of codingBut we need more powerful representationsThe tension between design and engineering is a useful and necessary one.

Behavior specification will (and should) be done by designers** where “designer” is defined as the person responsible for making the game fun.Slide51

ThanksAlex Champandard, AiGameDev.com

Petra Champandard-Pail, AiGameDev.comMichael Dawe,

Big Huge GamesBrett Laming, Rockstar LeedsSteve Mariotti

,

Nihilistic Software

Michael

Mateas

,

UC Santa Cruz

Jeff Orkin,

MIT Media Lab / Monolith Productions

Brian Schwab,

SCEA

Bungie

Studios