On Game AI In The Uncanny Valley 87
An anonymous reader writes "Normally, the Uncanny Valley theory is used to critique graphical realism in games, but it also applies to AI. Therefore, designer David Hayward examines AI's Uncanny Valley over at Gamasutra, citing games from Valve's Half-Life 2 to the interactive drama Façade." From the article: 'There's a small minority of people who are consistently strange in particular ways... I don't mean to pick on them as a group; nearly all of us dip into such behavior sometimes, perhaps when we're upset, out of sorts, or drunk. Relative and variable as our social skills are, AI is nowhere near such a sophisticated level of interactive ability. It is, however, robotic. Monstrous and sometimes unintentionally comedic; the intersection of broken AI and spooky people is coming.'"
Interesting article (Score:4, Interesting)
I disagree with this. I think in the future, game programmers won't have to go as far as the psychology departments of their nearest schools. They'll just have to walk over to the nearest cubicle and talk to the animators working on the game. As game models have become more and more complex, companies are using more and more motion capture to capture action sequences, but animators (especially good ones) are trained to make a non-living 3d model imitate human behavior. There's over 50 years of research done for animation by animators on how to bring life to drawings and 3d models in motion - which is something that can be directly transferred over into programming terms as opposed to a research paper on a psychological disorder. An animator can tell you when to make a character blink in order for it to appear more realistic; a psychologist, not so much.
btw, IAAA (I am an animator) so I'm slightly biased
Re:Uncanny valley... adaptive levels? (Score:3, Interesting)
And btw: There have been studies comparing computer generated faces with real ones, the computer generated ones always won. Those faces have been generated by morphing multiple real faces together, so it can be considered a bit of cheating, it however shows that just because something is generated doesn't mean it looks uncanny, even if it gets extremely close to the real thing.
Re:Interesting article (Score:4, Interesting)
So, in response to the quote (I suspect that consultation with and evaluation by psychology departments may become relevant to game AI in the coming years, given that they're the most comprehensive resource in existence on human behavior), yes, psychology will play a large role as we are able to dedicate more computing resources to AI. This isn't conjecture; I and many other researchers are already consulting with psychologists in designing games.
Re:Interesting article (Score:3, Interesting)
A real animator knows what makes a human human-like and given enough time will be able to fix any issues that arise. The issue isn't with animators, its with automated systems like motion capture, since no matter how many reflective dots you glue on an actor, they will always be off by a little bit and that is what gives you uncanny results. When you don't have anybody to fix up the arising problem, its no surprise that they stay unfixed, its really as simple as that.
Procedural animation (Score:3, Interesting)
I keep thinking that procedural animation [wikipedia.org] is going to be the next big thing. Instead of rigid animations, we'll see rules governing the position of each limb and how they interact with the world and other characters. It's expensive in terms of CPU processing power, but it allows for a far more natural interaction with the environment. There's a movie [teamxbox.com] of the new Indiana Jones game that shows this off nicely.
My dream, as a hobbyist game developer, is to have animation and text to voice systems get to the point where I can do a lot of the work myself. As it is, coordinating voice actors and model animation takes a huge chunk of time.
Re:I still call bull (Score:2, Interesting)
Anyway this got long and it's hometime. I'll check back.
Have you ever BEEN Eliza? (Score:3, Interesting)
Are you stuck in a conversation with a zealot ranting about how BSD is better than Linux, or why Gentoo sucks compared to the Gay Penguin distro? Have to listen to someone ranting about what subtle differences make Manowar the greatest band ever, and Metalica just a bunch of soulless sell-outs? Have to nod through as your GF goes on at great lengths as to what should some soap-opera character do, or such? Stuck with a co-worker ranting every single day, for two years straight, about doing the same things in the same fucking CounterStrike map you've never heard of?
Well, ok, so there's the easy "if you don't talk to me ever again, I will refrain from breaking both your legs, cutting your balls with a rusty saw, and shoving them so far up your ass you'll gag" way out, but bear with me anyway
The other way is to realize that you too can go through a whole conversation by just rephrasing what they've said.
Is that guy going on about how "emerge" sucks compared to the "bend-over-and-take-it" script in his favourite Gay Penguin distro? Never fear, just wait for the right moment to feed that bit right back at him. Sooner or later he'll give you some excuse to say, "Yeah, well, that's why emerge sucks compared to bend-over-and-take-it" or "well, duh, with bend-over-and-take-it it would have went much better" right back at him. Do it right, and he'll think he's found the perfect guy, who shares all his opinions to the letter.
Do remember though Eliza has the problem that it does it (A) immediately, and (B) quite unskilled at getting it to be a grammatically-correct sentence, much less one that makes sense. You can do better. For starters, don't feed them their own stuff back immediately. Throw a little delay in the feedback loop. Especially make sure that 10 seconds have elapsed. The short term memory buffer on most humans is 8 seconds, and it's good to have a bit of a margin, just in case.