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
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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 2009Slide3Slide4Slide5Slide6
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!Slide40Slide41
?
?Slide42Slide43
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!Slide47Slide48
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