Michael Mateas

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Transcript Michael Mateas

Artificial Intelligence and the Future of Games
Michael Mateas
EXPRESSIVE INTELLIGENCE STUDIO
UC Santa Cruz
School of Engineering
[email protected]
12 October 2007
Game AI : The future of games
 As a new medium games are still in their infancy,
focused predominantly on physical action
 Artificial Intelligence enables games that…
 Comment on the full range of human experience through
playable simulations of people and social situations
 Deeply respond to interaction
 Radically customize themselves to individual players
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Return of the King
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American Beauty
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Need story and character AI
Plot structure
Tension/Complexity
Climax
Crisis
Falling action
Rising action
Exposition
Inciting
incident
Time
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Denouement
Characters
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Personality
Emotion
Self motivation
Change
Social relationships
Consistency
Illusion of life
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Façade
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Façade architecture
Drama Manager
(sequences beats)
Bag of beats
History
Recognizers
beat
beat beat
beat beatbeat
Previous action
Current
story
values
Selected beat
beat
beat
beat
time
beat
Activity not part of a beat
Desired value
arc(s)
ABL agents
surface text
Trip
Player
Grace
Story World
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discourse acts
discourse acts
reactions
Natural Language Processing
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Applications
 New art and entertainment form
 Interpersonal skills training
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Bedside manner (medical)
Management people skills
Personal relationships
Peacekeeping (“soft” military operations)
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Some projects in EIS
 ABL/Wargus: real-time strategy game
 Drama Management: automated story management
for games
 Collapsed Structure Training Game
 Game Generation: automatic generation of games
 AR-Façade: Augmented-reality version of Façade
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Collapsed Structure Rescue
Working with NASA Ames (DART)
AI research: dynamically generating new training scenarios
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Drama management
 Policy for “story piece” selection
 An alternative to explicitly coded links
Actual sequence
Selection policy
Story library
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Expressive AI: AI as a medium
Façade
Terminal Time
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Office Plant #1
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