Michael Mateas
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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
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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