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Next-Gen Content Creation for Next-Gen AI. Damián Isla, Naimad Games. 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?). “Photoshop of AI” Panel, GDC 09. The Starting Point.
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Next-Gen Content Creation for Next-Gen AI Damián Isla, Naimad Games
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?)
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
The Problem AI is HARD • Technically complex • Highly interconnected • Impossible to test • Culturally awkward
The Problem Designer Engineer Fundamentally not in a position to fully specify all fun-relevant behavior Fundamentally not responsible for fun
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)
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?
Wisdom from Douglas Adams AI is a 5-dimensional problem How do you • Visualize • Explore • Specify that entire space?
AI Content Creation How do we currently author AI content for games?
AI Content Creation AI is HARD • Technically complex • Highly interconnected • Impossible to test • Culturally awkward The path of least resistance: “do it in code”
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”)
The State of the Art Reactive
The State of the Art when A happens, do B x 10,000
hide cover grenade fight melee shoot root uncover search pursue idle sleep Managing Complexity in the Halo 2 AI (GDC 05)
The State of the Art Planning
Planning Opportunity? A tool that allows designers to • Influence • Visualize • Debug their plans
The State of the Art Affordance-based
The State of the Art Learning
The Restaurant Game, Jeff Orkin, MIT Media Lab http://theRestaurantGame.net
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?
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
The State of the Art The Periphery
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?
The Photoshop of AI Warning: Craziness ahead