Next-Gen Content Creation for Next-Gen AI Damián Isla, Naimad Games.
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Transcript of Next-Gen Content Creation for Next-Gen AI Damián Isla, Naimad Games.
![Page 1: Next-Gen Content Creation for Next-Gen AI Damián Isla, Naimad Games.](https://reader033.fdocuments.us/reader033/viewer/2022061306/551478b4550346f06e8b4584/html5/thumbnails/1.jpg)
Next-Gen Content Creation for
Next-Gen AI
Damián Isla, Naimad Games
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AI Content Creation
What’s the best way to author AI content for games?
(And who does the authoring?)(And what is “AI Content” in the first
place?)
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“Photoshop of AI” Panel, GDC 09
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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
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The Problem
AI is HARD
Technically complex Highly interconnected Impossible to test Culturally awkward
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The Problem
Designer
Engineer
Fundamentally not in a position to fully specify all fun-relevant
behavior
Fundamentally not responsible
for fun
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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)
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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?
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Wisdom from Douglas Adams
AI is a 5-dimensional
problem
How do you Visualize Explore Specify
that entire space?
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AI Content Creation
How do we currently author AI content for games?
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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”
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AI Content Creation
Engineer Designer
Everything in code -
All procedure in code Exposed parameters
Framework in codeVisual construction /
managed coding
Harness Everything in script
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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”)
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The State of the Art
Reactive
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The State of the Art
when A happens, do Bx 10,000
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Managing Complexity in the Halo 2 AI (GDC 05)
melee
shoot
grenade
uncover
pursue
cover
sleep
fight
search
hide
idle
root
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BT Editor Prototype, Alex Champandard, AIGameDev.com
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misBeHavinG BT Editor, Michael Dawe, Big Huge Games
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Situation Editor, NBA 09: The Inside, Brian Schwab, SONY
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Zombie, Steve Mariotti, Nihilistic Software
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SPIROPS A.I.
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Final Fantasy 12 Gambit System, Square Enix
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The State of the Art
Planning
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F.E.A.R., Jeff Orkin, Monolith Productions
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F.E.A.R., Jeff Orkin, Monolith Productions
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Planning
Opportunity?
A tool that allows designers to Influence Visualize Debug
their plans
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The State of the Art
Affordance-based
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The Sims, EA/Maxis
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Halo 3: Building a Better Battle (GDC 08)
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Halo 3: Building a Better Battle (GDC 08)
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Environment markup in Assassin’s Creed, Ubisoft
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The State of the Art
Learning
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AC Game Recording Viewer, Artificial Contender, TruSoft
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AC Knowledge Viewer, Artificial Contender, TruSoft
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The Restaurant Game, Jeff Orkin, MIT Media Lab http://theRestaurantGame.net
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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?
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N-Grams
“They say all lovers swear more performance than they are wont to keep obliged faith unforfeited.”
- Shakespearean Quadrigram
Troilus and Cressida
Merchant ofVenice
Deep Structu
re Fail
Deep Structu
re Fail
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The State of the Art
The Periphery
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Kynapse UnrealEd Plugin, Autodesk
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Havok Behavior
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Endorphin, NaturalMotion
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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?
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The Photoshop of AI
Warning: Craziness ahead
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? ?
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Façade, Mateas & Stern
MC Leon, Improv Technologies,
Siggraph ‘99
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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."
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Method Acting
DesignerWhoa, whoa, whoa, stop. You should have run away screaming right there.
AIReally? What, because of the grenade?
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Method Acting
DesignerNo, no, because of the kitten.
AIHuh. So I’m afraid of kittens?
DesignerYes.
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Method Acting
AISo 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.
AIAlright. Let’s go again!
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Cooperative AI
Medical Expert Systems Mycin
CALO/IRIS
GPS Navigation
Clippy
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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)
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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.
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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