Title: AI%20in%20Digital%20Entertainment
1AI in Digital Entertainment
- Instructor Rand Waltzman
- E-mail rand_at_nada.kth.se
- Phone 790 6882
- Room 1430, Lindstedtsvägen 3
- 4 point course
- Periods I and II
2Administrivia
- There is no tenta for the course!
- There is a final paper.
- Design and analysis of some type of digital based
entertainment that uses some type of AI
technology to enhance the participants
experience. - Three homework assignments.
- Final paper is required to pass the course.
- Final grade will depend on how many successful
(graded on a pass/fail basis) homework
assignments you hand in on time. - 1 assignment ? Final grade 3
- 2 assignments ? Final grade 4
- 3 assignments ? Final grade 5
- Details of the paper and the homework assignments
will be found on the course web site.
3The holy grail of game design is to make a game
where the challenges are never ending, the skills
required are varied, and the difficulty curve is
perfect and adjusts itself to exactly our skill
level. Someone did this already, though, and its
not always fun. Its called life. Maybe youve
played it?
4The problem with people isnt that they work to
undermine games and make them boring. Thats the
natural course of events. The real problem with
people is that ... even though our brains feed us
drugs to keep us learning ... ... even though
from earliest childhood we are trained to learn
through play ... ... even though our brains send
incredibly clear feedback that we should learn
throughout our lives ... PEOPLE ARE LAZY
5New Possibilities
- Application of AI techniques offer potential for
new - Media
- Design field
- Art form
- Different dimensions to consider
- Cognitive psychology
- Computer science
- Environmental design
- Storytelling
6What is Fun?
- A source of enjoyment.
- All about making the brain feel good.
- Release of endorphins into your system.
- Same sorts of chemicals released by
- Listening to music we resonate to.
- Reading a great book.
- Snorting cocaine.
- Having an orgasm.
- Eating chocolate.
- Fun is the feedback the brain gives us when we
are absorbing patterns for learning purposes.
7Subtle Approach
- One of the subtlest releases of chemicals is at
the moment of triumph when we - Learn something
- Master a task
- Our bodies way of rewarding us
- This is one of the most important ways we find
pleasure in games. - In games, learning is the drug.
- Boredom is the opposite.
- When the game stops teaching us, we feel bored.
8Experience vs. Data
- New data is used to flesh out a pattern.
- New experience might force a whole new system on
the brain. - Potentially disruptive and not so much fun.
- Games must continually navigate between
- Deprivation vs. overload
- Excessive chaos vs. excessive order
- Silence vs. noise
9How to Make a Boring Game
- Player figures out whole game in first 5 minutes.
- Player might see that there are incredible number
of possible permutations. - Require mastery of a ton of uninteresting
details. - Player fails to see any pattern whatsoever.
- Pacing of the revelation of variations in the
pattern too slow. - Or too fast.
- Player masters everything in the available
patterns.
10A Little Cognitive Theory
- The brain is made to fill in the blanks.
- E.g., see a face in a bunch of cartoony lines and
interpret subtle emotions from them. - Fantastic ability to make and apply assumptions.
- The brain is good at cutting out the irrelevant.
- Show somebody a movie with a lot of jugglers in
it. - Tell them in advance to count all the jugglers.
- They will probably miss the large pink gorilla in
the background. - The brain notices a lot more than we think.
- Put somebody in a hypnotic trance and ask them to
describe something vs. - Asking them on the street!
11A Little More ...
- The brain is actively hiding the real world from
us. - Ask somebody to draw something.
- More likely to get the generalized iconic version
of the object ... - The one they keep in their head.
- Rather than the actual object they have in front
of them. - Seeing what is actually in front of us is hard.
- Most of us never learn how to do it.
12Chunking
- Compiling an action or set of actions into a
routine. - Allows us to perform the action on autopilot.
- Burning a recipe into the neurons.
- Example Describe how you get to work in the
morning. - Get up
- Stumble to the bathroom
- Take a shower
- Get dressed
- Drive to work.
- Easy enough, but ...
13Chunking
- What if I ask you to describe one of these steps?
- Example Getting dressed.
- Tops or bottoms first?
- Socks in top or second drawer?
- Which pant leg goes in first?
- Which hand touches the button of your shirt
first? - You could probably answer with enough thought.
- This operation has been chunked.
- You would have to decompile and that would take
time.
14More on Chunking ...
- We usually run on chunked patterns.
- Most of what we see is a chunked pattern.
- We rarely look at the real world.
- We usually recognize something chunked and leave
it at that. - When something in a chunk does not behave as we
expect we have problems. - A car starts moving sideways on a road instead of
forward. - We no longer have a rapid response.
- Unfortunately, conscious thought is very
inefficient. - If you have to think about what you are doing,
you are likely to screw it up.
153 Levels of Thought
- Conscious thought.
- Logical
- Works on a basically mathematical level.
- Assigns values and makes lists.
- Very slow!
- Integrative, associative and intuitive.
- Non-thinking thought.
- You stick your hand in a fire.
- You pull it out before you have time to think
about it.
16Integrative Thought
- Part of the brain that does the chunking.
- Cant normally access this part of the brain
directly. - It is frequently wrong.
- It is the source of common sense.
- Often self-contradictory.
- look before you leap
- he who hesitates is lost
- This is where approximations of reality are built.
17Appeal to Their Intelligences
- Some basic types of intelligence that
entertainment can appeal to - Linguistic
- Logical-Mathematical
- Bodily-Kinesthetic
- Spatial
- Musical
- Interpersonal
- Intrapersonal
- Internally directed
- Self motivated
18Fun is Educational
- Learn to calculate odds.
- Prediction of events.
- Qualitative probability.
- Learn about power and status.
- Not surprisingly of interest since we are
basically hierarchical and strongly tribal
primates. - Learn to examine environment or space around us.
- Spatial relationships are critically important.
- Classifying, collating and exercising power over
the contents of space is crucial element of many
games. - Using spatial relations as basis for predictive
models.
19Fun is Educational ...
- Learn to explore conceptual spaces.
- Understanding rules is not enough.
- To exercise power over a conceptual space we need
to know how it reacts to change. - Exploring a possibility space is an excellent way
to learn about it. - Memory plays an essential role.
- E.g., recalling and managing very long and
complex chains of information. - Provide tools for exploration. But, the trick is
to strike a balance between - Teaching players to rely on tools to overcome
their own limitations VS - Making people so dependent on tools that they
cant function without them.
20Fun is Educational ...
- Learn basic skills
- Quick reaction time.
- Tactical Awareness
- Assessing the weakness of an opponent.
- Judging when to strike.
- Network building.
- A very modern skill.
- As opposed to basic cave-man skills.
21Good Entertainment
- Thought provoking
- Revelatory
- Good portrayal of human condition
- Provides insight
- Contributes to betterment of society.
- Forces us to reexamine assumptions.
- Gives us different experiences each time we
participate. - Allows each of us to approach it in his/her own
way. - Forgives misinterpretations
- Maybe even encourages them
- Does not dictate.
- Immerses and imposes a world view.
22From Game to Art
- For games to reach art, the mechanics must be
revelatory of the human condition. - Create games where the formal mechanics are about
climbing a ladder of success. - E.g., mechanics simulate not only the projection
of power, but concepts like duty, love, honor,
responsibility. - Create games that are about the loneliness of
being at the top. - Sample Titles
- Hamlet The Game
- Working for the Man
- Sim Ghandi
- Against Racisim
- Custody Battle
23Example
- Your goal is the overall survival of your tribe.
- You gain power to act based on how many people
you control. - You gain power to heal yourself based on how many
friends you have - Friends tend to fall away as you gain power.
- So
- Being at the top and having no allies is a
choice. - Being lower in the status hierarchy is also a
choice - Perhaps more effective
- Feedback
- Reward players for sacrificing themselves for the
good of the tribe. - If they are captured during the game, they may no
longer act directly but still score points based
on the actions of the players they used to rule. - This could represent their legacy.
24What is Artificial Intelligence
25Can Machines Have Minds?
26Two Types of Goals
27AI and Computer Science
28Examples of AI Research
29Other AI Research Areas
30AI is Inherently Multi-Disciplinary
31Different Strokes for Different AI Folks
32AI Programming
33ACM Computing Classification
I.2.0 General Cognitive simulation
Philosophical foundations I.2.1 Applications
and Expert Systems Cartography Games
Industrial automation Law Medicine and
science Natural language interfaces Office
automation I.2.2 Automatic Programming
Automatic analysis of algorithms Program
modification Program synthesis Program
transformation Program verification
34ACM Computing Classification
- I.2.3 Deduction and Theorem Proving
- Answer/reason extraction
- Deduction (e.g., natural, rule-based)
- Inference engines    Â
- Logic programming
- Mathematical induction
- Metatheory
- Nonmonotonic reasoning and belief revision
- Resolution
- Uncertainty, fuzzy,'' and probabilistic
reasoning
35ACM Computing Classification
- I.2.4 Knowledge Representation Formalisms and
Methods - Frames and scripts
- Modal logic    Â
- Predicate logic
- Relation systems
- Representation languages
- Representations (procedural and rule-based)
- Semantic networks
- Temporal logic    Â
- I.2.5 Programming Languages and Software
- Expert system tools and techniques
36ACM Computing Classification
I.2.6 Learning Analogies Concept learning
Connectionism and neural nets Induction
Knowledge acquisition Language acquisition
Parameter learning
37ACM Computing Classification
I.2.7 Natural Language Processing Discourse
Language generation Language models
Language parsing and understanding Machine
translation Speech recognition and synthesis
Text analysis
38ACM Computing Classification
- I.2.8 Problem Solving, Control Methods, and
Search - Backtracking
- Control theory    Â
- Dynamic programming
- Graph and tree search strategies
- Heuristic methods
- Plan execution, formation, and generation
- Scheduling    Â
39ACM Computing Classification
- I.2.9 Robotics
- Autonomous vehicles    Â
- Commercial robots and applications    Â
- Kinematics and dynamics    Â
- Manipulators
- Operator interfaces    Â
- Propelling mechanisms
- Sensors
- Workcell organization and planning    Â
40ACM Computing Classification
- I.2.10 Vision and Scene Understanding
- 3D/stereo scene analysis    Â
- Architecture and control structures
- Intensity, color, photometry, and thresholding
- Modeling and recovery of physical attributes
- Motion
- Perceptual reasoning
- Representations, data structures, and transforms
- Shape
- Texture
- Video analysis    Â
41ACM Computing Classification
- I.2.11 Distributed Artificial Intelligence
- Coherence and coordination
- Intelligent agents    Â
- Languages and structures
- Multiagent systems    Â
42Quality bars of the near-future
- Procedurally generated content
- Emergent behaviors, collisions
- Believable characters
- 100x physics
- Portable avatars, persistent assets
- Communities
- Economies and money
- Camera POV and LOD drives gameplay
- Collaborative and dynamic intelligences
43AI could be a killer app feature of next gen
- Characters
- Awareness
- Memory
- Complex motives, simple commands
- 100x RAM allocation
- Must be co-developed with animators!
- Game AI must be acted out and seen
- Expressions gestures
44The Madden Test (of game AI)
- 1985 Thats not football!
- 1990 Id fire the coach!
- 1995 What are those guys doing?
- 2000 Rookie, youre cut!
- 2005 Thats the way I designed it!
45What EA learned from John Madden
- The Oakland Raiders playbook
- Matchup strategy
- 5 zones of field-position
- One Knee Equals Two Feet
- Player ratings
- All-Madden team
46Madden Football Genesis23
47Madden 97 Playstation54
48Madden 2001 Playstation 263
49Madden 2005 PS283
50 AI is not criticalyet
- AI cited for 6/20 top PS2 games.
- Metal Gear, NFL x 4, Soccer
- AI cited for 3/10 top PC games.
- Half Life x 2, Civilization
51When AI is applauded
- Appropriate npc behaviors
- Dynamic adjustments
- Satisfying mistakes
- Coordinated attacks/retreats
- Challenging opponent
52When AI is punished
- Too easy
- No cover
- Too dumb
- Low awareness
- Deer in headlights
53Observation 1
Maximize the ratio of perceived intelligence to
internal complexity.
54-Put a red pyramid on a green block. gtOK -Pick up
a blue block gtOK
SHRDLU - Winograd
55-Men are all alike. gtIN WHAT WAY? -They're
always bugging us about something or other. gtCAN
YOU THINK OF A SPECIFIC EXAMPLE? -Well, my
boyfriend made me come here. gtYOUR BOYFRIEND
MADE YOU COME HERE -He says I'm depressed much
of the time. gtI AM SORRY TO HEAR YOU ARE
DEPRESSED -It's true. I am unhappy gtDO YOU
THINK COMING HERE WILL HELP YOU NOT TO BE UNHAPPY
Eliza - Weizenbaum
56SHRDLU
575
1
Perceived Complexity
Actual Complexity
1
5
58Observation 2
The player will build an internal model of your
system. If you dont help them build it, theyll
probably build the wrong one.
59Observation 3
The flow of information about a system has a huge
impact on the players perception of its
intelligence.
60Observation 4
From the players point of view there is a fine
line between complex behavior and random
behavior. Visibility of causal chains usually
makes the difference.
61Observation 5
Mimicking human intelligence and maximizing the
intelligence of an artificial system are 2 very
different tasks.
62Observation 6
There are many applications of AI in games that
dont involve Opponents, Avatars or even
human-like intelligence.
63(No Transcript)
64- Information Flow
- Pacing
- Simple Player Model
Peer AI
- Behavior
- Opponents/Avatars
- Complex Player Model
Sub AI
- Physics
- Tactile
- Intuitive Player Model
65Meta
Meta
Meta
Peer
Peer
Peer
Sub
Sub
Sub
The Sims
Spore
SimCity
Meta Peer Sub
Meta Peer Sub
Meta Peer Sub
66Observation 7
Building a system that collects and reflects
natural intelligence might be easier than
replicating that intelligence.
45
67Observation 8
Building a robust, internal model of the player
can have huge potential value.
68From the players model of the computertothe
computers model of the player
69Computer Understanding
Player Story
Adaptive Mapping
70AI Research IE Practice
- IE has strong interest for systems that think,
behave and interact like people. - Autonomous agents as supporting cast roles.
- Virtual Worlds
- NPCs
- Real Worlds
- Companions
- Collaborators
- Opponents
- Good news for AI research community.
- No simple non-AI engineering solution.
71Some Daunting Challenges
- Significant difference in the rate of development
in AI and IE. - Progress in AI is slow slower than ever.
- IE experiencing explosive growth in both academia
and industry. - Slow progress of AI will not keep pace with
academic and industrial interests. - E.g., autonomous virtual animated characters.
- Graphics researchers have provided animated
character bodies approaching realism in
visualization and animation. - Capacities for autonomous planning, control,
conversation, and interaction are barely passable
for most IE applications.
72Industry Cant Wait
- IE has had to rely on fully scripted interactions
with human players to support complex
interactions. - Exception Basic Combat
- One approach
- Have supporting cast members played by real
humans. - In many ways, the rise of multiplayer and
massively multiplayer IE forms has greatly
reduced industry need for human-level AI.
73Social Preferences
- Interacting with other humans in a distributed
online environment might be preferable for many. - Result is increased interest in research in
sociology and social psychology. - Social network analysis.
- Personality profiling.
- Perhaps more important than the fidelity of NPCs.
74Advice to AI Community
- Be happy that some of the pressure is being
relieved! - Broaden the scope of your expertise to include
elements of the social sciences.
75Follow the Money!
- IE Industry probably has no intention of funding
basic AI research. - Traditional flow of software content
- Small developers ?
- Filtered through hardware manufacturers ?
- Large publishers.
- None of these has incentive to support individual
basic research projects. - Not for industry-research collaboration either.
76Follow the Money!
- Developers probably have most to gain. But ..
- Tight deadlines.
- Slim profit margins.
- Clash with academic models of high risk
investigation. - Ideas more likely to cross the divide than code.
- Expect to see increased interest in academic
prototypes. - Implies importance of research funding for
prototypes. - Where will this funding come from?
- Wait (!!) it is the cavalry to the rescue ...
77Necessity is the Mother of Invention
- The military has been the most consistent source
of AI research funding throughout its entire
history. - Increasing reliance on automation and information
technology superiority. - Steadily increasing interest in IE.
- E.g., computer game technology for military
- Simulations
- Training
- Recruitment
- Existing comfort level with AI research has made
it easier for military IE projects to have
significant AI components. - And the happy news is ..
- the military is heavily into the tradition of the
research prototype!
78A Couple of Suggestions
- AI should take advantage of the reduced need for
human-level AI brought about by increased
interest in multiplayer and massively multiplayer
systems. - Use research-grade AI systems in the automation
of supporting cast member roles that most humans
would not find entertaining to play. - Computational linguistics has been a notable
exception in the slow pace of AI research. - Fueled by empirical and statistical methods.
- Few IE researchers have capitalized on the
potential offered by current technology.
79A Final Word
- If anything you have heard today has upset or
discouraged you in any way, remember The Guides
most important bit of advice - Dont Panic!