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Glimpses of the future often appear at the Game Developers Conference at the end of last March, as it is the place where electronic games create technical buzz or plant the nucleus of a big idea.
Artificial intelligence is at the forefront of gaming
This year, artificial intelligence took center stage when Nvidia revealed the amazing capabilities of its new chipset, and software companies such as Confy and Ubisoft revealed interesting gaming opportunities.
Artificial intelligence has been a source of fear and hype over the past year. It has been at the heart of the struggle among Hollywood workers at a time when the technology industry sees a way to improve efficiency.
Amidst the initial technological influx of video games, artificial intelligence is set to have a transformative impact on one part of the industry: game characters.
“Confi” developments
Convai, a company that makes AI development tools, provided a first-hand look at it through three projects. The first was titled “Second Life,” where the actors demonstrated how artificial intelligence robots can act as guides for novice players.
In a massively multiplayer online game, NPCs act almost like a concierge with more agency.
Players can ask them about locations and they can send them to new locations instantly. They can create custom-made surfboards that they can hang ten on a virtual beach. What is striking is that artificial intelligence can not only answer questions, but also knows the environment around it. The robot even has a long-term memory so it can remember places players have visited.
This raises privacy issues, but Convay said each robot has its own speaker file and that there is no mixing of memories. Developers can also limit memory over time until it is forgotten.
Stormgate is a real-time strategy game coming from Frost Giant Studio. In the demo, a character named Dr. Fletcher offered me a closer look at what was going on on the battlefield. That demo won’t be part of the game, but I can ask the NPC about the world, and she’ll offer hints about the available vistas.
Characters of the “Neural Connectivity” Project
The impressive “Project Neural Nexus”. The most impressive show of all was “Project Neural Connection,” set in a cyberpunk world.
* Seraph character. In the game, players are thrust into a situation where a woman named Seraph is forced to guide them to the top of the roof. This would be a normal scene in a video game that evolves into larger combat as you travel around the world, and Confei officials urged me to talk to the in-game residents.
So I talked to them as I walked towards the goal, learning more about the world, but wanting to enjoy it more, so I asked one character if I could borrow some money, and he responded without scolding me in a fit of rage.
Later in the demo, Seraph handed me a gun and I asked what kind of weapon it was (hard to tell with futuristic sci-fi weapons), and she told me it was an automatic machine gun. The game showed that the characters also know about things in the world as well as the general context. Curious about her long hair, I asked her about the hair salon, and she told me that she did not have enough time to style her hair because she was busy fighting the enemy.
* Robotic conversations. However, the most interesting conversation I had was with Mae “Shadow” Liang. This masked character was bragging that she was not bound by any law, and that she was a murderer who could do whatever she wanted. I brought up the Geneva Conventions and asked her if they applied to her profession, thinking she wouldn’t know anything about it. To my surprise, she took it up and gave a shocking answer.
The other wonderful interaction involved a female robot named WENDY. I spoke to her and the robot was hostile towards me. When I felt upset, I criticized her and the robot responded to me in another memorable conversation. It was strange how a non-player character could provoke such a strong reaction from a simple conversation. This only deepened the amount of credibility.
Nvidia demo
I had a similar experience at Nvidia’s “Covert Protocol” demo, which showcased In-World’s AI technology. In this case, I should have walked into the Nexa Life CTO’s room in a hotel. I ended up not knowing anything at all, and had to make a significant effort to obtain information.
I started with the character of the doorman, Tae, who I learned was also an aspiring comedian. I asked him to tell a joke and it was a little half-hearted, but he directed me to the receptionist, “Sofia.” I tried directly to ask her about the CTO’s room number, but she refused to answer, citing the policy of the “Wafer” hotel chain, which protects the privacy of customers. I asked her where I could get a drink and she recommended I go to the bar opposite her. Again, this AI NPC was aware of the objects in the room and her surroundings as well.
I met Diego Martinez, who was also an executive at Nexa Life, but he was under pressure and had to write a keynote. I asked him what his colleague’s room number was, but he had no idea. He seemed to be a very cold and reserved person, so I lied to him and told him I was from the police and needed that information.
Interestingly, he did not budge on his stance, but was even more sarcastic and vicious. The demo ended in failure, but it created a different feeling than Convay’s presentation. I felt more focused, and had to turn away from the correct answers. I couldn’t go back and talk to him again because, like in the Confay show, Diego remembered me and what I said.
The facts
Intelligent “non-player” characters not only answer questions but also know their surrounding environment
Artificial intelligence and game developers
Finally, I experienced what AI technology can do in the hands of a video game company. Ubisoft showed off a demo showing off its new non-player character, Neo. The events take place in another dystopian world in the future, where players meet a member of the resistance named “Bloom.”
Virginie Moser, Director of Storytelling at Ubisoft, described this experience as “conversational play.” Unlike previous shows, this one was more directive because players had goals they needed to achieve to build trust with the non-player character.
Players must search back and forth for ports of entry, and use those ports to learn more about the world and about Bloom, a fellow resistance warrior. When I asked him why he wanted to fight big companies, he said that he had a son, so I asked him his name. He said that the child was called “Everand.” This effort increased the level of trust between us while a robot next to us commented on my prowess at conducting interviews.
The conversation I had with the NPC demonstrated how players will have to find ways to carefully discuss topics and investigate the character in front of them. I learned that Bloom was not violent, and was a generally positive person. If you go beyond the limits and ask a random question, the AI will lead the conversation in a good way in a subtle way.
During one of the more surreal answers, Ms. Moser said that NPC Neo was hallucinating. Sometimes, when a question penetrates their knowledge base, they come up with vague answers that sometimes seem mundane.
A long way to video games
It seems as if AI in gaming is still a bit far away, but there are moments where it can be used in subtle gameplay ways. Bloom’s observation is an example of generative AI creating a summary of your actions.
This can be useful if you’re returning to the game after a few months and need to know what you did previously. And for some of the more ambitious elements like the non-player character Neo, this will have a much greater impact when it comes to story-driven games.
Artificial intelligence is fundamentally changing how video games are written.
In order to bring characters to life, studios need people who can create compelling characters, and if they don’t, they will appear to players who are bound to ask them all kinds of questions. They will hallucinate answers that may not fit the imagination, Ms. Moser said.
As for acting, there is a long way to go before AI can capture the nuances and subtleties of human performance. Many of the character performances seemed stiff compared to the human voice acting. It is worth noting, though, that the characters that stood out to me were the confrontational ones. Diego Martinez and Wendy the robot left a deeper impression than the polite and kind non-player characters.
* “Mercury News” “Tribune Media” services.