Collective artificial intelligence for games

Conferencias
Jeff Orkin
Salón de Congresos

AI in games has evolved significantly in the past decade. While our characters have proven themselves as competent soldiers on the battlefield, it would be a stretch to call them digital actors. Despite the growing interest in co-op gameplay and interactive drama, today’s characters lack spontaneity, and lack the ability to improvisationally communicate and work together with human players. The issue is not simply a question of manpower or processing power, but a deep-rooted problem related to our current development approaches -- labor intensive authoring processes, requiring skilled engineers to create character behaviors from scratch.

The rising popularity of online games has opened the door to a potentially better approach called Collective Artificial Intelligence -- a combination of crowd-sourcing, data mining, and case-based planning, which empowers non-experts to create socially intelligent characters without programming.

In this talk, I will describe progress on a research project called The Restaurant Game (http://theRestaurantGame.net), where we have collected data from over 15,000 people playing the roles of customers and waitress online, and are using this data to automate digital actors. I will relate this new approach to my experiences in industry developing AI for games, including F.E.A.R. and No One Lives Forever 2.