AI challenges inEntertainment and Player Expression.ppt
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1、AI challenges in Entertainment and Player Expression,Doug Church AIIDE 1 June 2005,1/6/2005,AIIDE 05,2,Who Am I,Programmer by Schooling Designer/Programmer by Training/Practice Interested in Technology enabling DesignWorked on (i.e. coded, designed) a bunch of old PC games, recently have been doing
2、high-level goal setting/evaluation of (i.e. not real work) a variety of console games,1/6/2005,AIIDE 05,3,This Talk,Initially hoping to do an end-of-week recap kind of thing, discussing trends I saw over the course of the conference and relating them to current industry situationsBut turned out I wa
3、s speaking first,1/6/2005,AIIDE 05,4,So.,Instead, Ill talk about AI related game design challenges I find most interesting as we head to next generation My perception of how the state of the industry impacts AI work going forward This is a game design talk more than an AI talk Primary focus on singl
4、e player games There are no pretty demos or pictures. sorry,1/6/2005,AIIDE 05,5,Topics and Takeaways,Changing landscape in games space How biz model messes with AI evolution Rise of entertainment content What experiences are we providing Opportunities/approaches for meaningful forward steps in the i
5、ndustry, risks,Context,Much is changing in the industry,1/6/2005,AIIDE 05,7,Changes in Market,Growing gap between top-sellers and the rest Growing budgets and team size Clear hook, 30 second experience pitchPromise of direct distribution/ability to hit smaller markets with indie titles remains on th
6、e horizon, unfulfilled, but still discussed Indie market would mean a very different talk,1/6/2005,AIIDE 05,8,Changes in Development,Content the real issue (budget, time, quality) Most games now content led not tech led Data driven everything in order to get done Get programmer out of way, tight fee
7、dback loop Team scale impacting process, creativity Getting everyone on same page Creatively collaborate at large scale Less discipline-based, more task-oriented,1/6/2005,AIIDE 05,9,Changes in Gaming,For many years games were linear sequences of challenges challenge itself as play-value/entertainmen
8、t “world” abstracted and simplified Current trends high world fidelity, and growing open-ended worlds, player choice/customization entertainment aspects/pacing, characters,1/6/2005,AIIDE 05,10,Changes in Fidelity,Graphics: huge leaps in 20 years Scale and density of environments increasing Physics f
9、idelity obviously much better Even design has several new “common styles” of play (trading/collectibles, open-world mission stacks, etc.)Conversation systems? not so much.,1/6/2005,AIIDE 05,11,Changing Players,Online (XBox Live, etc) providing more multi-human gaming opportunities MMOs growing in po
10、pularity, providing large environments for “meaningful” player action Single-player games containing more movie-inspired moments, more watching,The Mainstream Industry,Getting Games Made,1/6/2005,AIIDE 05,13,The Industry Now,Consolidation: Fewer games, bigger budgets Harder to get projects started,
11、approved Risk management central to business Large public companies revenue driven, need big sales numbers regardless of dev cost Licensing IP from other media, or sequel-ing established IPs, major part of forward plan,1/6/2005,AIIDE 05,14,Evaluating Games,Player Fantasy: what experience is being de
12、livered for the player Key Pillars: game feature hooks for players to get excited about and promise play value Uniqueness: competitive landscape Reality Check: can it be done? on time? market windows, competitive product timelines, budget analysis, dev team experience, etc.,1/6/2005,AIIDE 05,15,Rele
13、vance to AI,Improved cover finding is very nice Guys who dont get stuck on corners are nice Non-magical following of a racing line is nice. none of these makes much of a 30 second TV ad, or a quick sound byte for Newsweek . and if the character only lives for a minute, how much fidelity can we even
14、perceive,1/6/2005,AIIDE 05,16,Market Reality,Tons of interesting and hard work goes into making modern game AIs able to work at all but it is expected by the market, and really is mentioned most when it fails, not succeeds Even in specialist press, weve basically bragged our way out of meaningful cl
15、aims “realistic characters respond to your actions” has been said for 10+ years about games and often scripted stuff has more impact/is remembered more by players,1/6/2005,AIIDE 05,17,The Result,AI code can be hard to build, and innovating and improving it is seen as risky So potentially valuable/in
16、teresting features often cut as scope/risk reduction Press/users outcry for better AI usually trivial i.e. pathing and grenade dodging kind of things hard work, sure, but not some new innovation Hard to make case for future looking AI investment given risk profile and low ROI,1/6/2005,AIIDE 05,18,Th
17、at Said,Consumers do get excited when something combines new AI with new play idea/concept Black and White, The Sims, first RTS games Many of these had struggles to approve/releaseCan we encourage/enable more of that?,1/6/2005,AIIDE 05,19,What is needed to Pitch it?,Attach AI feature to compelling p
18、layer fantasy Identify and show a unique player experience/mechanic the AI feature enables Some other pain point of development (cost, time) that the AI technique will improve Evidence it wont require leaping off some 10-year research project cliff into total unknown,Technology Status,What challenge
19、s? What can we do?,1/6/2005,AIIDE 05,21,AI Tech Situation,As fidelity of worlds (graphic environment detail, lighting, terrain complexity) grows, challenge of just keeping up ratchets up pathing on a 2d tilemap with 90 degree walls easy pathing on an arbitrary polygon mesh, not as easy switching bet
20、ween idle and combat sprites easy managing 100+ bone blended model, not as easy and so on. Just keeping old features working is hard,1/6/2005,AIIDE 05,22,Some example AI Tech,Pathfinding Map Analysis (cover, opportunity, shortcut) Group coordination and management Actions (climb rope, fire gun, plus
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