jason hutchens

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© 2004 Team Bondi Pty. Ltd. Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

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Jason Hutchens. AI Team Lead – Team Bondi. Interactive Drama. Dynamic Dialogue and Sandbox Worlds. ABOUT ME. Research in Grammatical Inference and Data Compression. Worked at Lionhead Studios on Black & White. Former “Chief Scientist” of Artificial Intelligence Inc. in Israel. - PowerPoint PPT Presentation

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Page 1: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

Page 2: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

Jason HutchensAI Team Lead – Team Bondi

Page 3: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

Interactive DramaDynamic Dialogue and Sandbox Worlds

Page 4: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

ABOUT ME

Research in Grammatical Inference and Data Compression.

Worked at Lionhead Studios on Black & White.

Former “Chief Scientist” of Artificial Intelligence Inc. in Israel.

Recently joined Team Bondi as AI Team Lead.

Page 5: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

BLACK & WHITE

Page 6: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

SCOPE

No State Machines, Scripting, A* or Flocking.

Use AI to create a dramatic experience for the player.

What can be achieved on Sony's next-gen console?

Page 7: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

ARTIFICIAL INTELLIGENCE

A contentious term. Slippery to define

Turing un-asked the question “what is intelligence” via his Test.

We're specifically interested in behaviour that appears intelligent.

Page 8: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

INFORMATION THEORY

Intelligent behaviour is unpredictable yet relevant.

Eliminate randomness and repetition – maintain reasonable surprise.

Behaviourism predicts the “slot machine” phenomenon.

Page 9: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

EXAMPLE

Stochastic language models generate unpredictable sentences:

MegaHAL: WITHIN MY PENGUIN LIES A TORRID STORY OF HATE AND LOVE.

Keyword-based generation helps to make them relevant.

User: In 1793 the french king was executed.

MegaHAL: HA HA! CORRECT. ALTHOUGH, EXECUTED HAS MULTIPLE MEANINGS.

Users talk to this thing for hours on end, and respond emotionally.

Page 10: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

SANDBOX WORLDS

Graphics got fast and detailed, so players wanted more interaction.

Physics improved, and is now practically mandatory.

It's fun to “muck around” within these “sandbox worlds”.

AI required to populate the world with believable characters.

Page 11: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

INTERACTIVE DRAMA

All the world's a stage – add a compelling story to the mix.

Façade, by Mateas and Stern, is an example (InteractiveStory.net).

Dialogue is a necessary component.

AI required to present the story, and process the dialogue.

Page 12: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

AUDIENCE OR PROTAGONIST?

Cut-scenes are non-interactive and quickly become repetitive.

Sandbox worlds lack dramatic tension.

Rather than “being” the protagonist, the player may “act” in their role.

AI required to interpret player action with respect to its context.

Page 13: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

GAME AI

Typically, only 5% of resources spent on AI.

We'll soon have the power of a desktop PC of the early 1990's.

Create a compelling experience on such technology.

We need to look beyond the search-and-optimise of GOFAI.

Page 14: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

SUMMARY

AI is required to populate the world with believable characters.

AI is required to present the story.

AI is required to process the dialogue.

AI is required to interpret player action.

Page 15: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

THE CHALLENGE

Page 16: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

ARCHITECTURE

Page 17: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

PLAYER MODEL

Page 18: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

PLAYER MODEL

Requirement: Interpret player action.

Goal: Balance player freedom with narrative consistency.

Goal: Enable cinematic presentation of gameplay sequences.

Abstracted commands – context provided by story, world and subject.

Page 19: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

DIALOGUE ENGINE

Page 20: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

DIALOGUE ENGINE

Requirement: Process the dialogue.

Goal: Ubiquitous, believable conversations.

Voice acting, localisation and input devices limit the possibilities.

Move beyond menu-based conversation and “taunts”.

Page 21: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

DIALOGUE ENGINE

Adopt Mann's “Dialogue Macrogame Theory”.

A conversation is a sequence of short dialogue games.

Players take turns speaking, and negotiate game entry and exit.

Dialogue Engine moderates the games, and issues potential actions.

Page 22: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

DRAMA MANAGER

Page 23: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

DRAMA MANAGER

Requirement: Present the story.

Goal: Select a story thread and direct other components.

Provide potential dialogue games to the Dialogue Engine.

Constrain the behaviour of the Player Model and the Cast.

Inform the Camera, etc.

Page 24: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

STORY ENGINE

Page 25: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

STORY ENGINE

Requirement: Present the story.

Goal: Provide potential story threads to the Drama Manager.

Story threads specify cast, dialogue, locations, props, etc.

Story Engine selects relevant story threads opportunistically.

Each thread is a network of potential dramatic moments, or “beats”.

Page 26: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

CAST MANAGER

Page 27: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

CAST MANAGER

Requirement: Populate the world with believable characters.

Goal: A world of 1.5 million inhabitants.

Goal: Embodied, autonomous, reactive and conversational NPCs.

“Extras” provide background, and ad lib when necessary.

“Heroes” participate in the overarching story.

Page 28: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

CAST MANAGER

NPCs have personality, emotion and a hierarchy of relationships.

Extras are spawned at “random”, according to demographics.

Extras behave reactively, foraging the environment and exiting ASAP.

Heroes are hand-crafted, and inhabit the world persistently.

Heroes behave deliberatively, as specified by story and routine.

Page 29: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

WORLD MODEL

Page 30: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

WORLD MODEL

Provide world knowledge to Story Engine and Cast Manager.

Manage non-story events that occur throughout the world.

Provide appropriate dialogue games for talking about them.

Page 31: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

WORLD MODEL

Adopt Milgram's “Six Degrees of Separation”.

A “grapevine” extends from the NPC to an item of world knowledge.

Probability of existence may be estimated.

Each NPC appears to have their own knowledge of the world.

Page 32: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC

CONCLUSION

Suspension of disbelief requires believable worlds.

Technology only worth using if it enhances the player's experience.

We have the resources to build an AI team to achieve them.

And the opportunity to create a groundbreaking, immersive game.

[email protected]

Page 33: Jason Hutchens

© 2004 Team Bondi Pty. Ltd.Interactive Drama – Dynamic Dialogue and Sandbox Worlds / AGDC