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[Pandora 22] ...Deliberately Unsupervised Playground - Milan Licina

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[Pandora 22] ...Deliberately Unsupervised Playground - Milan Licina

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This talk will showcase some of the latest practices where technology is used in order to create more believable results with non-player characters and situations. Apart from game worlds, we will look into the usage of content created by bots which are displayed and executed in real-time experiences and interactive media. The goal of the presentation is to discuss the tools and approaches in storytelling for both tech and non-tech enthusiasts which can help them not only to automate but to widen their (creative) output.

This talk will showcase some of the latest practices where technology is used in order to create more believable results with non-player characters and situations. Apart from game worlds, we will look into the usage of content created by bots which are displayed and executed in real-time experiences and interactive media. The goal of the presentation is to discuss the tools and approaches in storytelling for both tech and non-tech enthusiasts which can help them not only to automate but to widen their (creative) output.

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[Pandora 22] ...Deliberately Unsupervised Playground - Milan Licina

  1. 1. Deliberately Unsupervised Playground Milan Ličina 17.11.2022 | Pandora Conference | Belgrade, Serbia
  2. 2. Introduction ● Creative technologist ● Specialized in new media and real-time content design and development ● Early adopter of game engines as a non-game development creation platform ● Focused on immersive technologies and interactive audio-visual experiences ● PhD candidate ● Assistant Professor @ Metropolitan University Belgrade
  3. 3. Introduction But, most importantly ● Creative technologist ● Specialized in new media and real-time content design and development ● Early adopter of game engines as a non-game development creation platform ● Focused on immersive technologies and interactive audio-visual experiences ● PhD candidate ● Assistant Professor @ Metropolitan University Belgrade Passionate about intersection of art and technology.
  4. 4. Cast (in order of appearance): ● Roommate with five pets. Supica (Soup) Knedla (Dumpling) Kari (Curry) Kim & Zrno (Caraway & Grain)
  5. 5. AI & GAMES? 01 Digital experiences & MACHINE LEARNING? 02 AI tools for CONTENT GENERATION? 03
  6. 6. AI & GAMES? 01 Or digital experiences
  7. 7. in its core, game AI IS ABOUT PERCEPTION*
  8. 8. in its core, game AI IS ABOUT PERCEPTION* * in context of the game world
  9. 9. Practical use of Artificial intelligence in games is, largely, oriented towards implementing several approaches for controlling Non-player characters (NPCs). Most importantly, these techniques tell the engine exactly how a NPC should interact with the game world in your scene (including player, being peer or opponent). Some of these aspects are commonly taken care of through pathfinding or state machines. 01 AI & Games
  10. 10. ☹️ Also, in world of real-time graphics, we are in a never-ending pursuit of optimization, so many of commonly used techniques for AI are still in experimental phase.
  11. 11. ☺️ Also, in world of real-time graphics, we are in a never-ending pursuit of optimization, so many of commonly used techniques for AI are still in experimental phase. But we believe it will change.
  12. 12. Game engines are now actively using machine learning to optimize and improve RENDERING PIPELINES And there are interesting experiments with style transfer post-processing effects.
  13. 13. Pathfinding is the shortest route between two points. 01 AI & Games NAVIGATION MESH Tells agents where they can walk (climb, jump etc.), and are generated at runtime.
  14. 14. Pathfinding is the shortest route between two points. 01 AI & Games Agent Starting point Destination point
  15. 15. Pathfinding is the shortest route between two points. 01 AI & Games
  16. 16. Pathfinding is the shortest route between two points. 01 AI & Games perception
  17. 17. Often used to control simple patrols of our agent
  18. 18. And even more with STATE MACHINES
  19. 19. “Westworld”, screenshot, © HBO
  20. 20. In production, controller is often used as the “Mind”. And it is used to direct: 01 AI & Games ● Perception ● Pathfinding ● Behaviour tree
  21. 21. The behaviour tree is the DECISION MAKER
  22. 22. But, in order to have believable animation changes, it is necessary to use motion matching and animation blending. Often from different animation segments that are masked on a single skeletal mesh (f.e, when talking about bipeds) 01 AI & Games
  23. 23. But, in order to have believable animation changes, it is necessary to use motion matching and animation blending. Often from different animation segments that are masked on a single skeletal mesh (f.e, when talking about bipeds) 01 AI & Games ● Smooth animation changes ● Believable motion ● Accurate reactions
  24. 24. But, in order to have believable animation changes, it is necessary to use motion matching and animation blending. Often from different animation segments that are masked on a single skeletal mesh (f.e, when talking about bipeds) 01 AI & Games ● Smooth animation changes ● Believable motion ● Accurate reactions ● Production scalability ● Control over animation ● Animation file size
  25. 25. Digital experiences and MACHINE LEARNING So, in the future, our projects can and will, for sure benefit from concepts of 02
  26. 26. State machines will not be replaced soon, but in terms of complexity might be augmented with use of reinforcement learning 02 Digital experiences and machine learning
  27. 27. State machines will not be replaced soon, but in terms of complexity might be augmented with use of reinforcement learning 02 Digital experiences and machine learning Since our intention as players is driven by winning, it could make sense to create agents that are supposed to play against humans with reinforcement learning as they are equally and fundamentally goal-directed.
  28. 28. 02 Digital experiences and machine learning Get current state Initialize Predict best action Perform action Get the reward Update Q-table
  29. 29. So, it takes some time :) Rome wasn’t built in a day (because there was no pre-trained model)
  30. 30. In order to achieve realistic interaction with agents in digital environment, we need to identify challenges, which may be, but are not limited to: ● Exploration ● Dialogue ● Object or environment handling 02 Digital experiences and machine learning
  31. 31. In order to achieve realistic interaction with agents in digital environment, we need to identify challenges, which may be, but are not limited to: ● Exploration ● Dialogue ● Object or environment handling 02 Digital experiences and machine learning For exploration, we could use pathfinding. When it comes to dialogue - natural language processing. Interacting with scene sounds like good task for reinforced learning.
  32. 32. As real-time interactive content creators, it is our goal to define what the agent’s observation space must include so it can define strategy to earn a reward.
  33. 33. AI tools for CONTENT GENERATION In the end, although they use very advanced and cutting edge tech, our agents are part of the content. 03
  34. 34. One of the recent questions with these rising tools is “are they going to replace the artists?” And, of course, the answer is no. 03 AI tools for content generation
  35. 35. Content creators actually got an extra role. Maybe it can be called creative prompt designer? realistic action hero mix of cyborg and wolf cinematic style prompt:
  36. 36. Paradigm shift is that now artist can become curator. Precisely, we have to further develop the ability to articulate our ideas to the machine.
  37. 37. podcast.ai
  38. 38. Would you trust AI merchant in metaverse? Question:
  39. 39. THANK YOU milan.licina@metropolitan.ac.rs www.milanlicina.com linkedin.com/in/milanlicina

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