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Infinite Games?

Anonymous Coward writes "BBC is running a story on how US scientists are working on improving AI - with potential benefits for coming games. The system, called Liquid Narrative allows to avoid scripted storylines, and finally gives us, the gamers, full freedom to do whatever we want to do. R. Michael Young, the project coordinator, says: 'Game companies are realising that story telling has a lot of potential that has not been tapped yet.'"

356 comments

  1. Remember in the good ole days by Anonymous Coward · · Score: 4, Funny

    When technological innovation was driven by war and/or exploration? Now, it's driven by games.

    1. Re:Remember in the good ole days by Anonymous Coward · · Score: 0

      You mean back in the days of 'command and conquer' and 'myst'? :)

    2. Re:Remember in the good ole days by govtcheez · · Score: 4, Funny

      But I thought the rule was that all technological innovation was driven by pr0n?

    3. Re:Remember in the good ole days by gl4ss · · Score: 1

      nah, pron just takes advantage of it quickly.

      --
      world was created 5 seconds before this post as it is.
    4. Re:Remember in the good ole days by Overt+Coward · · Score: 1

      No, the innovation has always been driven by military applications, and to a lesser extent, games. (BTW, just take a second to imagine the usefulness of such adaptive technology to military simulations.)

      Pr0n usually makes new technology widespread and afforable by taking the hit as the eraly adopters. This makes it more accessible and affordable for the rest of you... er, I mean... us.

    5. Re:Remember in the good ole days by ahem · · Score: 1

      Actually, it's more like any technical innovation is likely to be profitable for the first time when adopted by the porn industry.

      --
      Not A Sig
    6. Re:Remember in the good ole days by Zirnike · · Score: 1
      All these comments, and no one has asked the real question:

      Would you want an AI driven pr0n game?

      I would, but I'm not getting any, so my view might be off. :)

      Now I just need a good AI, some servomotors, and a Real Doll. Never leave my house again.

      --
      I'm not shy, I'm stalking my prey
    7. Re:Remember in the good ole days by Anonymous Coward · · Score: 0
      Or you could go out and buy a bride online, or a conqubine.

      Probably cheaper than a real doll.

    8. Re:Remember in the good ole days by glitch_ · · Score: 1

      "Any invention that can be used for it's intended purpose and sex, will be used for sex first."

      So true...so true.

    9. Re:Remember in the good ole days by felonious · · Score: 1

      The day we have VR mixed in with AI in some form of virtual sex is the day crack is no longer the most addictive drug. Yes there are real dolls but a virtual real doll who responds in real time according to her AI and what you've done is where it's at. If that day ever comes I will never leave the house again unless I run out of paper towels.

      --
      You aren't free to do anything, until you've lost everything.
    10. Re:Remember in the good ole days by glesga_kiss · · Score: 1
      I wouldn't go so far as to say profit was the motive though.

      Since man has been able to draw on cave walls, he's been drawing naked women. Then came along oil & canvas, sculpture, the printing press, glossy magazines, "what the butler saw" moving pictures, adult theaters, phone sex lines, home video, and lately the internet. Porn was right in each from the early days.

      Frankly, I'm not surprised at anything that comes out of the porn industry! Except for maybe "Backdoor Sluts 9"...

    11. Re:Remember in the good ole days by Fig,+formerly+A.C. · · Score: 1
      I'd say profit is the motive if it is not art. I don't think the modern pr0n is artistic in the least, unlike the earlier examples you mentioned where the creation was done for the joy of creation.

      Although the mental image of a caveman taking credit card numbers from people to look at his cave wall is pretty funny (to me, but I need more sleep).

      --
      Murphy was an optimist.
    12. Re:Remember in the good ole days by glesga_kiss · · Score: 1
      the mental image of a caveman taking credit card numbers from people to look at his cave wall

      Don't worry, you won't get billed. It's for "age verification purposes only". ;-)

      (Just be sure to check your monthly bill though!)

    13. Re:Remember in the good ole days by Kashif+Shaikh · · Score: 1

      But pr0n doesn't require a brain. You just need your eyes and hands plus some lube and your set to go.

    14. Re:Remember in the good ole days by arkanes · · Score: 1

      At the time, nobody thought it was artistic either. Nothing popular is ever artistic in it's lifetime.

    15. Re:Remember in the good ole days by slaker · · Score: 1

      You aren't watching the right pr0n. Artistic stuff is out there, just not very common. Michael Zen and Andrew Blake both seem to be motivated by something other than gynecological imperative.

      It could be argued that any porno with some measure of production value is artful on some level, and I genuinely enjoy the rare movie with a real plot and actors that remember their lines, and of course there are any number of really funny movies as well.

      --
      -- I wanna decide who lives and who dies - Crow T. Robot, MST3K
    16. Re:Remember in the good ole days by Anonymous Coward · · Score: 0

      What would large shrimp do for the tech sector?! ::ducks::

  2. this is great by e12532 · · Score: 1

    if it works...
    I have stacks of games sitting around the house, for anything ranging from Nintendo up to the PSOne, that I dont' play anymore due to the lack of depth. It sounds like this might be the solution we've been waiting for. Granted, I'll still have to go and buy new games to use this technology, but at least I won't be able to play them all the way through 3 or 4 times and be completely bored by them :) Go AI

    1. Re:this is great by GenusP · · Score: 1

      I agree, it's ridiculous that I have so many games which are just sitting there collecting dust. I mean, once I played them through or some games even as little as a quarter way through, they get borring and no longer interesting to play. Even here I find myself saying "quarter way through" about a game. If this project delivers what it promisses, I hope to never find myself saying that. Fingers crossed and hoping...

      --
      "Make me some if you're making some"
  3. Now look what you've done! by mschoolbus · · Score: 3, Funny

    ... and skynet was born!

    1. Re:Now look what you've done! by silvercloak · · Score: 1

      I think this is more like Jane from "Ender's Game".

  4. I've been playing infinite games for years. by TheDick · · Score: 2, Funny

    Anyone remember Trade Wars 2002?

    Or Legend of the Red Dragon?

    I used to think those went on forever!

    --

    1. Re:I've been playing infinite games for years. by alister667 · · Score: 5, Insightful

      Yep, soon the researchers will have made up enough ground to come up with *ELITE*. Greatest game ever, and totally open ended.

      --
      We ARE the peat bog soldiers.
    2. Re:I've been playing infinite games for years. by Anonymous Coward · · Score: 0
      Yeah.

      You finally got enough credits to buy the engine with which to jump to another galaxy and... it's just like the same as the previous one!

    3. Re:I've been playing infinite games for years. by PhxBlue · · Score: 1

      Actually, I do. :) And I remember that LoRD had a distinct ending. . .

      I don't think Tradewars did, though. The SysOp just reset the game periodically, after one player had established clear dominance over everyone else who was interested in playing.

      The single-player games that had me the most hooked were games like StarFlight (1 and 2) and Privateer for the PC, and Space Rogue for the Commodore 64. There was a plot, but you were pretty free to do as you pleased if you decided you didn't want to trigger plot elements at a given time.

      --
      !#@%*)anks for hanging up the phone, dear.
    4. Re:I've been playing infinite games for years. by gl4ss · · Score: 2, Informative

      elite DID have a 'plot' though.

      frontier: elite 2 didn't have any, which was bad, because after you got the gazillion credits the game sort of just died on you, sure you could go exploring but the star systems were mostly alike after you got far enough from the core systems.

      frontier: first encounters had a kind of a plot, or an extended quest, which got you a thargoid ship.

      the most 'free' game i've played for a while is morrowind, the most boring what comes to freedom nwn..

      --
      world was created 5 seconds before this post as it is.
    5. Re:I've been playing infinite games for years. by Frying+Ferret · · Score: 2, Insightful

      Ahhh nethack, now there is a game that never ends, just when you think you've seen everything you fall through a trap door into an entirely new type of level. Why can't we have more games like that, I mean the gui versions suck, but good old ascii art still rings true for me.

    6. Re:I've been playing infinite games for years. by MindStalker · · Score: 1

      *ELITE* ?? Link?

    7. Re:I've been playing infinite games for years. by Anonymous Coward · · Score: 0

      Please mod parent down Goatc.ex link Don't link...

    8. Re:I've been playing infinite games for years. by Carnivore · · Score: 1

      heh.. I remember playing privateer. I don't know how I managed, it, but in one game, I ended up with almost everybody liking me. The Kilrathi, the Pirates, and the Cops (not the hypocritical luddites, though). It was hilarious--You'd jump into a sector and everybody's killing everybody else, but not you! Got to plunder a lot of stuff that way.

    9. Re:I've been playing infinite games for years. by Johnno74 · · Score: 1

      The problem is Frontier and First Encounters (Elite 2 and 3) are DOS only... go to http://www.jaj22.demon.co.uk/ to download a hacked version of Frontier - binaries for Win32 and Linux are available.

      If you've got an interest in astronomy, check it out - Travel through realistic solar systems, explore, and complete missions. The game is very open ended, and although it predates 3d acceleration, the techniques it uses to render fractal planet surfaces has never been used elsewhere (as far as I know) and still works well.

  5. Translation: AI is Nowheresville by Faggot · · Score: 1, Interesting

    Computer scientists drooled like curs at true AI twenty or thirty years ago, but that was before people had run out of ideas pertaining to AI. Today the only problems AI can solve are uninteresting ones.

    In the case of a game, I'd call it "automatic choosing of next state" rather than any form of "intelligence".

    --

    But what do I know. I'm just looking for anonymous gay sex.

    1. Re:Translation: AI is Nowheresville by jgerman · · Score: 4, Insightful

      but that was before people had run out of ideas pertaining to AI. Today the only problems AI can solve are uninteresting ones.


      Not even remotely true. AI faded from the public eye maybe, but there are literally hundreds of interesting projects that are being researched. The field never went away, it just doesn't make it into the mass media.

      --
      I'm the big fish in the big pond bitch.
    2. Re:Translation: AI is Nowheresville by Anonymous Coward · · Score: 0

      Why does it not make it into the media? It is a DEAD END.

    3. Re:Translation: AI is Nowheresville by Anonymous Coward · · Score: 0

      If you want to link AI to neural networks, then yes, it started to fade in the 70's due to overambitious researchers who promised great leaps and bounds to their funding sources (re: DARPA, NSF, etc.) and then came up short. That soured the pool for everyone.

      But AI technology has started an upswing since the mid-90's. And, if you look through the DARPA solicitations, they are once again looking to fund cognitive systems.

      This technology isn't solving uninteresting problems. It's attempting to link natural language processing with reactive and deliberate systems. Even if such a system is a special form of system model which chooses the next state, something which can respond to me and make an adjustment based upon previous experience and predictable outcomes is pretty cool.

    4. Re:Translation: AI is Nowheresville by Crea · · Score: 3, Interesting

      AI is most definitely not nowhere. What is true is that the expectations of most people outside the AI scene were highly unrealistic, and AI had to go through a massive period of readjustment to determine the direction to head in...

      Just a recent example - Boeing just nailed the design specs of the new 777 using genetic algorithms to determine the most efficient dimensions.

      AI is not what most people imagine it to be.

    5. Re:Translation: AI is Nowheresville by Minna+Kirai · · Score: 1

      Wait a second. You're telling me that a genetic algorithim (evolutionary evaluation) is part of Artificial Intelligence?

      Does this mean that the isn't really a conflict between Darwinists and "Intelligent Design" proponents?

      (Genetic Algorithims are all about solving complex problems without any form of intelligence. They're just a performance optimization on a random search.)

    6. Re:Translation: AI is Nowheresville by KillboyPHD · · Score: 1

      AI is not what most people imagine it to be.

      Don't you mean, "AI does not want to be what most people imagine it to be"? :)

      --
      Bah weep granah, weep ninny bong!
    7. Re:Translation: AI is Nowheresville by Crea · · Score: 1

      "Wait a second. You're telling me that a genetic algorithim (evolutionary evaluation) is part Artificial Intelligence?" Yes, I am. And since it forms an entire course at Edinburgh University Dept. of AI where I study, I suppose certain other people think it is too. :) The "intelligence" part of AI need not be explicit - there are plenty of examples of tacit intelligence, and these rightly fall under the banner of AI. Hive intelligence for example... no single ant in a colony has any clue as to what is going on, and there's no controlling insect, yet the hive has intelligence when viewed as a whole. Same with evolution...and the use of GA's in optimisation. Definitely AI...

    8. Re:Translation: AI is Nowheresville by Minna+Kirai · · Score: 1

      You said nothing about my central point- that by defining Darwinian processes of natural selection as intelligent, you have then claimed that the entire planet earth (and indeed possibly the universe) are intelligent beings.

      The Gaia hypothesis is amusing, but it's got a flaky reputation.

      And since it forms an entire course at Edinburgh University Dept. of AI where I study

      "AI" departments, having noticed that AI won't happen for decades yet, have grabbed on whatever related subjects they can to get some results in the meantime.

      In the case of GA, artificial intelligence is not used- the real kind is. To get a good solution to a problem with GA, you need to apply a significant amount of human intelligence in creating a clever, feasible fitness function. Intuition about the problem domain really helps. Get it a little bit wrong, and your GA will either settle on a local minima, or converge tractably slowly.

      Hive intelligence for example... no single ant in a colony has any clue as to what is going on, and there's no controlling insect, yet the hive has intelligence when viewed as a whole.

      Specious.

      You can say that about anything. "No single neuron/relay in a brain/microprocessor has any clue what's going on ..."

      And on the other hand, I've got some pet honeybees (they're hibernating right now), but let me assure you, individual bees are quite intelligent. They can talk, read, communicate geometric directions. That should be enough to score IQs of 10+ points.

      (A full spectrum IQ test can only be performed by psychologists, and can cover the full range of intelligence from brain-damage to supergenuius. Twitching upon being touched is worth a point)

    9. Re:Translation: AI is Nowheresville by Anonymous Coward · · Score: 0

      Site Examples.

  6. inspiring by Boromir+son+of+Faram · · Score: 1, Interesting

    I hadn't realized that research into AI continued. I thought it was pretty much abandoned in favor of statistical methods in the late 80's. But if all goes well, we all stand to benefit.

    It's a little short sighted to talk about the application to games. Since when have games pushed innovation? Rather, I'm looking forward to intelligent machines like coffee makers that know how to make good coffee and record players that can mix tracks and perform scratches without a human DJ.

    Artificial Intelligence need not be feared, if we use it wisely and with caution. It could save our people, if we only have the courage to take it.

    --

    Boromir, son of Faramir, King of Gondor and Minas Tirith
    1. Re:inspiring by program21 · · Score: 0

      Boromir was not the son of Faramir. Denethor was Boromir & Faramir's father, and he wasn't a king of Gondor, he was a Steward.

      --
      This has been a test. Had this been a real emergency, we would have fled in terror and you would not have been informed.
    2. Re:inspiring by majestyk2000 · · Score: 0, Offtopic

      "Boromir, son of Faramir, King of Gondor and Minas Tirith"

      Couldn't tell if you were speaking of yourself, or of the character in the Lord of The Rings. If you are speaking of the latter, Boromir is the son of Denethor and the brother of Faramir. Denethor was the 'Last Ruling Steward of Gondor', and held no claim to the Kingship. Just thought I'd throw that in.

    3. Re:inspiring by Anonymous Coward · · Score: 0

      Artificial Intelligence need not be feared, if we use it wisely and with caution. It could save our people, if we only have the courage to take it.

      Hyperbole much? You wouldn't happen to be related to J. Robert Oppenheimer, would you?

    4. Re:inspiring by Anonymous Coward · · Score: 0

      I hadn't realized that research into AI continued. I thought it was pretty much abandoned in favor of statistical methods in the late 80's


      Statistical methods are part of AI research (e.g., Bayesian belief networks).
    5. Re:inspiring by mrobin604 · · Score: 1

      I'm looking forward to intelligent machines like coffee makers that know how to make good coffee and record players that can mix tracks and perform scratches without a human DJ.

      Artificial Intelligence need not be feared, if we use it wisely and with caution.


      How about intelligent machines that can make posts to Slashdot convincing readers that Artificial Intelligence nead not be feared?

      Hey, I'm on to you, buddy. You can't fool us humans that easily.

    6. Re:inspiring by Minna+Kirai · · Score: 0, Offtopic

      Well, obviously he's Boromir the 2nd, first son of Faramir, and named for his brave, departed uncle.

      He must've taken the throne after Aragorn failed to sire an heir.

    7. Re:inspiring by kevinvee · · Score: 1
      Since when have games pushed innovation?
      I guess we could start as late as the early 90's, but it goes back further than that. You didn't think there were tons of mass-market applications for your nvidia gforce fx, now did you?
    8. Re:inspiring by Anonymous Coward · · Score: 0

      The PC gaming industry has certainly driven the manufacture of cheap video hardware, but that is more of an industrial mass production issue than a technical electrical engineering one. Specialized applications (think Hollywood, graphics research, simulations, CAD, etc.) would have created demand for advanced video hardware even if video games didn't exist.

  7. Do tell... by Longinus · · Score: 3, Funny
    'Game companies are realising that story telling has a lot of potential that has not been tapped yet.'

    Say it ain't so! What happened? Did someone actually play a game that existed before the 3D X-TREME era and realize that games with story and gameplay emphasised over flashy graphics, T&A, and worn out franshises can be actually be good?

    Quick, someone call Sony and tell them they're fucked!.

    1. Re:Do tell... by anon*127.0.0.1 · · Score: 1

      Don't tell 3DRealms. I hear they're *this* close to shipping DNF, and I'd hate for them to have to go back and try to redo it without flashy graphics, T&A, or Duke himself.

      --
      I am NOT a man!
      I am a free number!
    2. Re:Do tell... by DrEldarion · · Score: 3, Interesting

      ... because god knows plot can't exist in a game with good graphics!

      This argument is horrible. Go back and play some of those "great" games that you remember from back then and you'll see how shallow the plots actually are. I recently went back and played FF3(6) again, and I couldn't even finish it - It just couldn't grab my attention anymore. Now compare it to something like Suikoden 3 which has an incredibly engrossing storyline told in a great manner.

      Companies are putting a LOT more emphasis on plot nowadays (heh, in fact, Squaresoft is basically putting ALL the emphasis on plot! (see FFX)). The reason we think they're not is that we're becoming older and we need a LOT more to keep our attention. When I was 14 and playing FF3, it completely overwhelmed me, but now it can't keep my interest at all.

      -- Dr. Eldarion --

    3. Re:Do tell... by Longinus · · Score: 4, Insightful
      This argument is horrible. Go back and play some of those "great" games that you remember from back then and you'll see how shallow the plots actually are. I recently went back and played FF3(6) again, and I couldn't even finish it - It just couldn't grab my attention anymore. Now compare it to something like Suikoden 3 which has an incredibly engrossing storyline told in a great manner.

      Funny you should use that example. A friend and I have recently been playing through old RPGs online via ZSNES. We just finished up FFVI, and Secret of Mana before that. You know what? I still prefer those games to most anything coming out these days, and remain every bit as engrossed as the first time I played it.

      Companies are putting a LOT more emphasis on plot nowadays (heh, in fact, Squaresoft is basically putting ALL the emphasis on plot! (see FFX)).

      What A terrible example. Not to argue that FFX was lacking in the story department, but all of the post-SNES Final Fantasies seem to flaunt style over substance (with the possible exception being VII). Proof of this lies no further than the upcoming FFX-2, a sequel to FFX staring a John Woo-style gun toting Yuna wearing hot pants with two scantilly clad female companions. What's this about Square still pushing story in the FF series?

    4. Re:Do tell... by silhouette · · Score: 4, Funny

      in fact, Squaresoft is basically putting ALL the emphasis on plot!

      You mean the plot where a young group of rag-tag heros with a plucky/brooding/reluctant leader have to go travel the world on an adventure to destroy an ancient/extraterrestrial evil that has somehow awoken, during which the companions learn the true value of friendship, loyalty, and teamwork?

      That one would be Final Fantasy .. erm.. all of them.

      --
      Experts agree: everything is fine.
    5. Re:Do tell... by Xerithane · · Score: 1

      ...gameplay emphasised over flashy graphics, T&A...

      I dunno, I enjoy a certain amount of T&A in my games. Like Dead or Alive, with the Age setting to 99.

      --
      Dacels Jewelers can't be trusted.
    6. Re:Do tell... by dTaylorSingletary · · Score: 1

      I think you misunderstand the word "plot." What you describe there is a premise, which indeed matches the casual structure of the Final Fantasy series. However, plot is the sequence of events that carry the game forward, within the rubric of the premise/story archetype which remains basically the same throughout the series.

      On the other hand, to show a counter-example: consider many family sitcoms: the premise is what often changes from show to show-- but somehow, they recycle the same plots between each and every show, causing the level of cataclysmic crap to bounce off the wall and straight into your mouth.

      And that's what I have to say about that.

      --
      d. Taylor Singletary,
      reality technician techra.el
    7. Re:Do tell... by mikerich · · Score: 1
      Don't tell 3DRealms. I hear they're *this* close to shipping DNF, and I'd hate for them to have to go back and try to redo it without flashy graphics, T&A, or Duke himself.

      Shhhh! Don't say anything or 3DRealms will just announce that there will be a 'slight delay' while they re-write the whole thing using Liquid Narrative.

      Mind you DNF seems to be a game that's gone on forever.

      Best wishes,
      Mike.

    8. Re:Do tell... by Anonymous Coward · · Score: 0

      Well, the reason I picked FFX was because it was almost ALL plotline and no actual playing of the game. It was sort of a joke.

    9. Re:Do tell... by entrox · · Score: 1

      Glad I'm not alone in preferring those SNES games. I've lost count on how often I've gone through New Game+ in Chrono Trigger or sealed the gates to Infinity in Breath of Fire 2. Those were the games and I'm not sure what it is, that makes me appreciate those games much more than Chrono Chross or FF7+. Perhaps it's the cuddly anime-look of those 32x64 sprites or the lack of pompous cutscenes - I'm not sure. I *really* hope the new Zelda will have a similar feel - I would buy a GameCube just for that one game.

      --
      -- The plural of 'anecdote' is not 'data'.
    10. Re:Do tell... by Anonymous Coward · · Score: 0

      in fact, Squaresoft is basically putting ALL the emphasis on plot!


      Plot, and pointless random battle after battle aftER BATTLE AFTER GAH IT NEVER ENDS!! I finally couldn't take FF anymore...
  8. It's about time by CleverNickedName · · Score: 5, Insightful

    Finally computer game story lines are catching up with pen-and-paper RPGs.

    Now if the graphics and audio could only improve on my imagination...

    --


    Unfortunately, I am not Wil Wheaton
    1. Re:It's about time by anon*127.0.0.1 · · Score: 1

      Lay off the drugs.

      Or pop for a DX9 compliant video card. Your choice.

      --
      I am NOT a man!
      I am a free number!
    2. Re:It's about time by MentalPunisher2001 · · Score: 1

      Use drugs.
      Tryptamines will show you the meaning of graphics, and surround sound.

      My suggestions:
      DPT
      AMT
      4-HO-DMT

    3. Re:It's about time by CleverNickedName · · Score: 1

      Thanks for the tip, but I think I'll stick with the old faithful: A feed of cheese before going to bed. Now those are some tripped out dreams...

      --


      Unfortunately, I am not Wil Wheaton
    4. Re:It's about time by Indras · · Score: 1

      Try System Shock 2, then. With some of the best background music and freaky sounds, it does most of the storytelling in your head.

      People who read books tell you that they're far better than any movie that can be made from it, because your imagination fills in the gaps that words leave (for instance, Stephen King's "It," the book was far better than the movie, IMHO), and computer graphics just can't compete with the imagination.

      System Shock 2 takes advantage of this, and makes your mind work overtime, creating some of the spookiest feelings you'll ever get from an video game (and it's rpg, as well!).

      --
      The speed of time is one second per second.
  9. In Case it gets /. ed by Anonymous Coward · · Score: 0

    Here is the main blurb from *About mimesis and interactive narrative* Interactive narrative is story-telling for purposes of education, training, or entertainment in which a user interacts with a computer system to experience a story as an active participant. In systems that implement this type of interaction, the user is typically immersed in a 3D graphical environment in which a narrative - a structured sequence of events, often referred to as a story - unfolds. Unlike conventional narrative media such as the film or novel, the user takes on the role of a character in the unfolding story and is allowed (or encouraged) to perform actions that substantively change the world in which the story is being played out. There are two important aspects of any interactive narrative system. The first is the ability to create descriptions of compelling and novel action sequences that will be used to drive the plot experienced by the system's user. In contrast to convention game titles, interactive narrative systems should create their storylines at run time, allowing customization that takes into account a user's ability, interests, previous experience and other contextual factors. Second, an interactive narrative system must be able to effectively manage the run-time dynamics of the user's interaction, balancing the user's control over the environment with the need to preserve the coherence of the unfolding storyline. The Mimesis system defines an architecture for building intelligent interactive narrative worlds. The goal in developing Mimesis is to build a system capable of creating structured interaction within virtual worlds that achieve the same kind of cognitive and affective responses to interactive stories as that seen in the participants of conventional narrative media. The approach taken in the design of the Mimesis architecture is to exploit a well-founded, declarative model of action and intention, in combination with new computational models of narrative structure. The links below will take you to pages that discuss Mimesis system, its architecture, its applications, and how it can be used to generate and intelligently control the narrative process.

  10. For the geeks... by Jugalator · · Score: 4, Informative

    ... The Mimesis Project might be interesting as well. Apparently, they are using Unreal Tournament as a test-bed for the AI discussed in the article.

    But I'm still at a loss why they chose UT, of all games, as a "story-telling" AI test-bed. :-)

    --
    Beware: In C++, your friends can see your privates!
    1. Re:For the geeks... by Da+Fokka · · Score: 1

      They didn't choose Unreal Tournament for its gameplay, they chose it for its engine which is powerful and pretty easy to modify. Although they'd use the current build (2110) if they were real men (and had some additional cash to spend).

    2. Re:For the geeks... by Anonymous Coward · · Score: 0

      just curious: what would you have chosen?

    3. Re:For the geeks... by Jugalator · · Score: 1

      just curious: what would you have chosen?

      Ask me again after I've learnt the details about how this kind of AI works and what they wish to accomplish. :-)

      Choosing a first person shooter just seemed illogical to me, but the other poster has a point that it might be easily customizable on an AI level.

      --
      Beware: In C++, your friends can see your privates!
    4. Re:For the geeks... by Anonymous Coward · · Score: 0

      Probably because they had a programmer who knew the code.

    5. Re:For the geeks... by Anonymous Coward · · Score: 0

      they chose it for the graphics engine, it had nothing, repeat NOTHING, to do with *any* of UT's AI, which they proly threw out.... get over yourself, I seriously doubt that you'll even "learnt" the details of how to play UT, let alone how the AI works.

    6. Re:For the geeks... by kevinvee · · Score: 4, Informative

      I'm actually sitting in Dr Young's game design and development class right now. The reason he uses UT for most of his projects is that it has an excellent engine with a huge amount of 3rd party development support. The game comes with all the editors necessary, and you can export all the necessary code from the game itself in order to expand on the original engine. While the game epic created using this engine was a first person shooter, it could have just as well been a platformer or third person role playing game.

    7. Re:For the geeks... by ynohoo · · Score: 1

      Internet Irony

      a page full of commercial links? I nver realised I was surrounded by so much irony...

    8. Re:For the geeks... by Hobophile · · Score: 2, Interesting
      Also, NC State is in Raleigh, and Epic (creators of the Unreal engine) is also based in Raleigh.

      While I am sure the reasons you've given are equally if not more important, I think having the development team for the engine you're using a short distance from campus certainly doesn't hurt anything.

    9. Re:For the geeks... by PHoRD42 · · Score: 3, Informative

      Actually, I was in Mimesis for a semester, and it's none of that, really. The only basis that I'm aware of was that UT can be modded heavily without spending thousands on licensing the engine. They've got a LISP server they connect to that manages all the game logic and the client is actually mostly a bunch of basic mod stuff, like tourists in the aquarium that wander around and form groups (which I coded) and various HUD changes and so on. All the real AI is developed on the remote controller, so it doesn't require direct modification of the UT engine.

    10. Re:For the geeks... by Anonymous Coward · · Score: 0

      The Mimesis project *IS* the Liquid Narrative group from NCSU. I worked on it for 2 semesters. Cool stuff

    11. Re:For the geeks... by Jugalator · · Score: 1

      The irony is not the commercial links, but the fact that the page contain ads and links to advertisement sites. Read the URL again. ;-)

      --
      Beware: In C++, your friends can see your privates!
    12. Re:For the geeks... by Jugalator · · Score: 1

      they chose it for the graphics engine, it had nothing, repeat NOTHING, to do with *any* of UT's AI, which they proly threw out....

      No, you're right that they probably didn't use UT's default AI (what good would come out of *that*?), but the ease to customize it surely played a role. Or do you seriously believe they looked at the graphics and thought "hey, what a good platform for our AI project"? :-)

      I seriously doubt that you'll even "learnt" the details of how to play UT, let alone how the AI works.

      You're partially right. I've played UT, but haven't learned exactly how their AI works. Although I'm sure it would be interesting to learn some bot theory. :-)

      --
      Beware: In C++, your friends can see your privates!
  11. Other applications... by Tar-Palantir · · Score: 3, Funny

    This technology sounds like adaptation to certain, shall we say, "naughtier" activities than gaming could be a possibility. ;) They simulated a visit to the Monterey Aquarium, why not simulate, say, a visit to a secluded hamlet in Soviet Russia with Natalie Portman? Sign me up.

    1. Re:Other applications... by billybob2001 · · Score: 4, Funny

      why not simulate, say, a visit to a secluded hamlet in Soviet Russia with Natalie Portman?

      Because in Soviet Russia, Natalie Portman vists you!

      </inJoke>

    2. Re:Other applications... by Anonymous Coward · · Score: 0

      Natalie Portman vists you

      Is that Russian for something I really don't want to know about?

    3. Re:Other applications... by nounderscores · · Score: 1

      No, it's english for something you don't know about.

    4. Re:Other applications... by argStyopa · · Score: 1

      (...after reading Slashdot)

      Attendees of the International Conference on Intelligent User Interfaces, January, 2003: Mimesis Project has amended the focus of their paper submission. It is now : The Integration of Full-Body Tactile and Sensory Interfaces in Mimesis Interactive and Narrative Environments, with Special Emphasis on Simulative Neural Feedback of Base-Level Physical Stimuli.

      (aka the 'Natalie Portman in a Dacha' interactive adventure)

      --
      -Styopa
    5. Re:Other applications... by machine+of+god · · Score: 0

      And hot grits? They'll have hot grits there too right?

    6. Re:Other applications... by limekiller4 · · Score: 1
      Tar-Palantir writes:
      "They simulated a visit to the Monterey Aquarium, why not simulate, say, a visit to a secluded hamlet in Soviet Russia with Natalie Portman?"

      My only regret is that by the time they manage to pull this off convincingly I will either be long dead or far from interested in Natale Portman.

      ... Hm. Now that I think about it I'm not sure I could live long enough to achieve situation #2, so scratch that.

      --
      My .02,
      Limekiller
    7. Re:Other applications... by Mac+Degger · · Score: 1

      Isn't that the whole point? ;p

      --
      -- Waht? Tehr's a preveiw buottn?
    8. Re:Other applications... by Anonymous Coward · · Score: 0

      why not simulate, say, a visit to a secluded hamlet in Soviet Russia with Natalie Portman?


      Because, with advanced open-ended narrative scripting AI, you can simulate an infinite number of ways to get slapped by Natalie Portman.
    9. Re:Other applications... by Anonymous Coward · · Score: 0

      Why would you want to go to Soviet Russia? I mean, c'mon, the grits'd get cold in nothing flat!

  12. Putting the RP in RPGs by PhxBlue · · Score: 4, Insightful

    Even the best RPGs I've played for the PC have always felt scripted to me. You're limited in the actions you can take or the things you can say. I suppose this is a constraint of dealing with computers. . . but it's also why old-fashioned pencil-and-paper RPGs are still my favorite. You can come up with something the GM/Storyteller never thought of, pull off your idea, and see the results. Most computer RPGs stifle you at step 2.

    --
    !#@%*)anks for hanging up the phone, dear.
    1. Re:Putting the RP in RPGs by rlsnyder · · Score: 1

      From my own humble experience, they way we converse with people has a lot to do about how we emotionally feel about them. I know (from years of doing it) that pencil-and-paper, face to face RPGs with my friends always ended up being more satisfying, because this was part of building a realtionship with these people, and I had some level of emotional investment in them.

      It's like small talk - those semi-uncomfortable, marginally meaningful conversations you have with someone you don't really know and have no emotional investment in. It's totally different talking to someone you know and care about.

      My point here being that this advancement in games doesn't really make much difference to me. A good book can make me sort of feel that attachment for the characters, and there's no reason why a good game can't too. Increasing the level of technical interaction does not really do much except provide a momentary "gee whiz" factor. Not that I'm expecting to become emotionally attached to a fictional character, but if the authorship of the story is not good, then I won't end up caring anymore about the narrative and how flexible it is, and if the authorship is good, and I'm drawn in... well, I probably won't care so much about how flexible the narrative is.

      The complexity of the narrative is largely irrelevant, the gameplay and quality of the story is what will immerse you or leave you feeling uninterested.

  13. Single Player Graphical MU* ? by Lokatana · · Score: 1
    Have you ever played on a MU* ? Specifically, a MUSH or MUX?

    This concept sounds very much like what you have been able to get for the last 15-20 years in a mutiplayer MU* evironment. The main difference (besides a MU* being text-only), is you wouldn't need multiple players anymore.

    I'm still waiting to see a good implementation of a graphical, multiplayer MU*. The MMORPs are the closest so far, but when will we see a massive, multiplayer, 1st person world, where there is no specific storyline, but rather just an environment for role playing and personal interaction with the qualities of the Unreal2 or DOOM3 engine?

    -Lokatana

    1. Re:Single Player Graphical MU* ? by DragonTHC · · Score: 1

      you must mean those big AOL chatrooms with monsters.
      sadly, I must pay for star wars galaxies. It's a moral imperative.

      --
      They're using their grammar skills there.
    2. Re:Single Player Graphical MU* ? by Anonymous Coward · · Score: 0
    3. Re:Single Player Graphical MU* ? by fallen1 · · Score: 1

      Perhaps here is what you are looking for. Cyan is (trying) to create a persistent, everchanging and changable (by the players) world. Based on the Ages of Myst you are an explorer ferreting out the secrets, traps, puzzles, and whatnot of the different Ages. Yes, no battles and bloodshed but beautifully rendered worlds for one (or many) to explore. It looks to be a fresh change in MMORPG.

      --

      Dream as if you'll live forever.
      Live as if you'll die tomorrow.
      ~Anonymous~

  14. The Details... by Anonymous Coward · · Score: 0
    Here is the main blurb from

    *About mimesis and interactive narrative*

    Interactive narrative is story-telling for purposes of education, training, or entertainment in which a user interacts with a computer system to experience a story as an active participant.

    In systems that implement this type of interaction, the user is typically immersed in a 3D graphical environment in which a narrative - a structured sequence of events, often referred to as a story - unfolds. Unlike conventional narrative media such as the film or novel, the user takes on the role of a character in the unfolding story and is allowed (or encouraged) to perform actions that substantively change the world in which the story is being played out.

    There are two important aspects of any interactive narrative system. The first is the ability to create descriptions of compelling and novel action sequences that will be used to drive the plot experienced by the system's user. In contrast to convention game titles, interactive narrative systems should create their storylines at run time, allowing customization that takes into account a user's ability, interests, previous experience and other contextual factors. Second, an interactive narrative system must be able to effectively manage the run-time dynamics of the user's interaction, balancing the user's control over the environment with the need to preserve the coherence of the unfolding storyline.

    The Mimesis system defines an architecture for building intelligent interactive narrative worlds. The goal in developing Mimesis is to build a system capable of creating structured interaction within virtual worlds that achieve the same kind of cognitive and affective responses to interactive stories as that seen in the participants of conventional narrative media. The approach taken in the design of the Mimesis architecture is to exploit a well-founded, declarative model of action and intention, in combination with new computational models of narrative structure. The links below will take you to pages that discuss Mimesis system, its architecture, its applications, and how it can be used to generate and intelligently control the narrative process.

  15. DRINK! by nounderscores · · Score: 2, Funny

    So what will you do when you are stuck at the Giant's Drink?

    1. Re:DRINK! by mr.henry · · Score: 2, Funny

      You gouge out his eye!!

    2. Re:DRINK! by nounderscores · · Score: 0

      only if you like watching your big bro eat snakes... :)

  16. Morrowind 2 anyone? by pvera · · Score: 4, Insightful

    I have been playing Elder Scrolls III: Morrowind since December 31, 2002 and I still can't put it down. It is really neat to have this gigantc scenario to explore and there's always many things around to do that have nothing to do with the main quest. I am positive that after a whole month playing that game I have yet to uncover 25% of the map.

    If these people could expand on this concept and come up with a Morrowind model that spans across a few continents instead of one, and with maybe 3-5 main quests that are dynamically generated then it would take months to finish it. The problem is that if it takes so long to finish one game, people will buy less games. Same thing as building a car that runs like new for 10 years. The car company wants you to buy a new car every 5.

    --
    Pedro
    ----
    The Insomniac Coder
    1. Re:Morrowind 2 anyone? by Kilmor · · Score: 1

      I got morrowind aproximately the same time, and I was playing it constantly. But as far as the gameplay goes, its not really NEW. Anyone remember Betrayal at Krondor?? what, a 6 yr old game? its like a clone with a better first person engine and new story.
      Except betrayal at krondor didnt crash constantly : \

    2. Re:Morrowind 2 anyone? by Anonymous Coward · · Score: 0

      And open source gaming takes over.

    3. Re:Morrowind 2 anyone? by cyberbrian · · Score: 1

      I agree. As a fellow Morrowind III: Elder Scrolls addict, my first thought also was the combination of this new AI Narrative technology with Morrowind. I think the combination would be amazing.

      B.

    4. Re:Morrowind 2 anyone? by Anonymous Coward · · Score: 1, Funny
      I have been playing Elder Scrolls III: Morrowind since December 31, 2002
      Wow, that's nearly a month!
    5. Re:Morrowind 2 anyone? by SmittyTheBold · · Score: 4, Insightful

      The problem is that if it takes so long to finish one game, people will buy less games.

      That's why you'll see smaller companies making games like that - they only have one game at a time to sell you, while EA wants you to buy all 3,000 of their current titles.

      --
      ± 29 dB
    6. Re:Morrowind 2 anyone? by Dr.+Spork · · Score: 1

      Yes, I think big companies want to drive up sales by making short games, because they release quite often games that are targeted at the same demographic. Smaller shops, though, don't mind that you are taking forever to play their game--because their next release for you won't be ready for another year. By keeping you hooked in the meantime, the chance of buying their next thing when it comes out is close to 100%.

    7. Re:Morrowind 2 anyone? by Anonymous Coward · · Score: 0
      Same thing as building a car that runs like new for 10 years. The car company wants you to buy a new car every 5.

      Wouldn't the company that makes cars that 'run like new for 10 years' get the overwhelming majority of customers then (given the car doesn't cost 2x as much)?

    8. Re:Morrowind 2 anyone? by Balinares · · Score: 2, Informative

      If these people could expand on this concept and come up with a Morrowind model that spans across a few continents instead of one...

      It already exists.
      And it's actually called The Elder Scrolls II: Daggerfall. And it's one of my favorite games ever. One order of magnitude above Morrowind in terms of freedom. If you've already covered 75% of Morrowind's map, well, just imagine that after playing Daggerfall for a year I hadn't even been in all the available subregions. To visit every place would take years and years. There are tens of thousands of them.

      The plot is great, very complex and political, and very non-linear. There are hundreds of factions, some you can join and some you can't, and all of them will have opinions about you depending on who you serve and who you betray.

      Heck, after finishing it, I still kept playing my character again and again because there were things I wanted to investigate after reading about them in books in some of the many libraries you'll find around. Turned out the things in question had indeed been implemented in the game. Wabbajack, Wabbajack, Wabbajack...

      Note that most of the game is randomly-generated, so the landscape and day-to-day missions may feel repetitive after a while, but they still somehow manage to feel very engrossing. Possibly because some of them can't be completed. It's a very interesting phase of character development when you're driven to expatriate yourself because you fucked up a mission and started hearing rumors about how much you suck. :)

      Also note that the game is possibly one of the buggiest ever made. But its qualities are otherwise so great that you'll keep coming back to it.

      --

      -- B.
      This sig does in fact not have the property it claims not to have.
    9. Re:Morrowind 2 anyone? by Kashif+Shaikh · · Score: 1

      If these people could expand on this concept and come up with a Morrowind model that spans across a few continents instead of one, and with maybe 3-5 main quests that are dynamically generated then it would take months to finish it.

      Actually a lot of 3D games are like that. When games were 2D, I was blown away by the depth, huge world landscapes, etc. I.e. Zelda2 for NES. However when you transition to 3D, everything is different: you gotta watch your polygon counts, how "far" you can see, how many enemies/items you can draw, and you gotta slap a texture on everything.

      Simply put, 3D games require a lot more in resources and time than 2d games. Plus, it's very easy to make 3D ugly with boxy models and boring, repetitive textures with mundane lighting.

      When 3D first started to ripple in, I was put into much dismay about RPGs and what not...the world in most games were so small. N64 Zelda was on an Island, while Final Fantasy 1(2?) for Nintendo spanned like 5 different continents; you can travel by boat, airship; each zone had its own huge caves, castles, palaces, etc.

      However now with more memory and better hardware, we're getting into the huge world style again in 3D. Grand Theft Auto showed it is possible, and other games will hopefuly be inspired by its hugeness.

    10. Re:Morrowind 2 anyone? by Anonymous Coward · · Score: 0

      MOD waaaay UP

      Daggerfall was incredible.

      Too bad they abandoned the randomly generated stuff for hand placed.

    11. Re:Morrowind 2 anyone? by pjp6259 · · Score: 1

      Can you imagine if it really was like used cars. You'd have a whole used game market. "Yeah, this here Tony Hawk 3, it was owned by this old lady. The only time she'd play it is after church on Sunday for 15 minutes. It's still got plenty of life left in it, even though it's 3 years old."

      --
      Computers don't make mistakes. What they do, they do on purpose.
    12. Re:Morrowind 2 anyone? by pvera · · Score: 1

      Very good logic. A little company cranks out one really addictive (and freakin huge) game per year, which keeps a profitable core audience busy until the next one is ready. These addicts will be both exhausted from the game and at the same time hungry for more. Plus the cost of the game is so little when compared with the hours of entertainment provided that your customers won't whine that the game costs $50-$60.

      --
      Pedro
      ----
      The Insomniac Coder
    13. Re:Morrowind 2 anyone? by Slime-dogg · · Score: 1

      I agree, Morrowind is fantastic.

      What I really would love (although I would be in danger of not associating with anyone real...) is if the dialogue were not pre-scripted and truly intelligent. If I could have a conversation with them, I would get completely lost in the game.

      Fortunately for my social life, this type of technology will probably only be existant when we can stick a human brain (or equivalent) in the circuitry.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    14. Re:Morrowind 2 anyone? by Dave2+Wickham · · Score: 1

      Could you say "Introversion"? It doesn't make an MMORPG, but it currently only has 1 title out, but this one title is very addictive for new players, and easy to pick up.

  17. Infinite pr0n? by docbrown42 · · Score: 1

    Ok, who wants to bet that the first commerical application of this technology will be an interactive, pr0n dvd?

    --
    Ed Wedig
    Graphic design services
    docbrown.net
    1. Re:Infinite pr0n? by Deagol · · Score: 1
      Or virtual pr0n? Check out the link for 3DSluts at this link.

      I don't know what's worse. This stuff existing or my knowing where to find it. ;)

    2. Re:Infinite pr0n? by Anonymous Coward · · Score: 0

      why not? i first heard of a dvd using the differnt "angle" feature being that of a pron. your post made me remeber a friend telling me this. i should got rent one, just so that button on the dvd remote gets used once.

  18. Reminds Me... by Remik · · Score: 4, Interesting

    ...there's a very interesting game out there called AISLE. It's interactive fiction, and, while you only get one move per game, you can do pretty much anything that you want in that one move. While it certainly isn't infinitely playable, there's feedback for many inputs that you'd never expect.

    -R

    1. Re:Reminds Me... by smetnoc · · Score: 1, Insightful

      what's so interesting about that?

      you can't do anything you want, i tried to do a lot of creative things and most of them didn't work. only the obvious did, like talking to the woman...

      it seems to me that all this game is is a database of possible actions, each linked to an outcome. there is no artificial intelligence involved.

      the problem with implementing something like this in an interactive 3D environment is obvious. you can't use the same technique employed in AISLE and statically correlate actions with outcomes. there are just too many!

      i thought that the article made it fairly clear that the goal of the technologies in question is to examine the actions performed and dynamically update the story. AISLE does nothing of the sort. It reminds me more of oldschool adventure games like king's quest 1 and quest for glory.

      the only interesting thing about AISLE, i suppose, could be the input parser. it doesn't seem very sophisticated tho.

    2. Re:Reminds Me... by Remik · · Score: 1

      I don't think you gave the game a fair shot. It's been almost a year since I played it, but I do remember there being much more than just obvious things. There were commands that would unlock strange memories about a psychward, and a traumatic and rather bloody accident...I don't remember specifics, like I said, it's been awhile.

      The game is, of course, not AI. It is, I believe, simply the first step in the path which I believe these current games are headed.

  19. Errr... by kinnell · · Score: 1

    gives us, the gamers, full freedom to do whatever we want to do - You mean running about a building fraggin as amny people as possible?

    --
    If I seem short sighted, it is because I stand on the shoulders of midgets
  20. Interactive Fiction by sparkhead · · Score: 1

    Game companies are realising that story telling has a lot of potential that has not been tapped yet.

    Infocom realized that years ago. Went great for a while until the unwashed masses had to have the latest and greatest graphics for a game to make any money.

    Not that I wouldn't mind a 3D FPA of some of those classics, but then again I have certain images of my own from them that I don't want replaced by some artist's view of the same thing.

    The IF contests every year release some good stuff, but not much.

  21. Rules based Gaming. by lordmage · · Score: 2, Interesting

    I have always wondered what the main difference between computer gaming and Pen and Paper gaming. The difference is the assumed rules. If we can set up a universe that has a really good predefined set of rules, like "if (breathing) then alive" etc, then we could put together a real universe.

    I remember experimenting with Prolog which is not a set functional language but a rules-based language. By constantly checking the rules you can generate new rules and build a universe (genetically, nuerally).

    Our minds are rule based, while our problem solving is sequential. This is the difference and I am glad these people are working on it.

    --
    I can program myself out of a Hello World Contest!!
  22. good stroy lines... where are you!? by Xustu · · Score: 1

    haven't seen a GOOD story line since FFIII on Snes

  23. Boring by IamTheRealMike · · Score: 1
    Does anybody else think that sounds really dull? There are plenty of humans that suck at writing good stories, although these techniques might help make a world more realistic, storytellers are still going to have to exert some control over the plot.

    It sounds like the sort of thing Cyc would be useful for, in terms of common sense understanding of the effects actions have on the plots

    1. Re:Boring by Anonymous Coward · · Score: 0

      Yeah, I agree. Well-written story-driven games have a sense of drama that, I believe, cannot be replicated by such a reactive AI.

      There have been experiments with these 'infinite' games before. I don't recall any titles, but there was a murder-mystery game on the Amiga that featured up to 2^16 'different' murders to solve (unfortunately they were all about the same, once you realized how the thing worked). And there were games that generated a new maze every time you played (but the maze never contained anything interesting, just boring corridors over and over again). I'm sure there were others.

      Give me a good story-driven game any day over such flat crap. My message to game developers is simple: thrill me, and I'll be sure to come back for another helping when your next game is ready.

  24. No need for friends anymore? by muttoj · · Score: 1

    There could be a major negative aspect of improving IA. It could be possible that people find it more easy to socialize with IA instead with real humans. Who need friends when they can get a perfectpartner3000?

    1. Re:No need for friends anymore? by Anonymous Coward · · Score: 0

      Yeah, but what happens when the AI is advanced enough to hate you too?

    2. Re:No need for friends anymore? by muttoj · · Score: 1

      Couldn't tell you. I didn't see matrix II and III yet.

    3. Re:No need for friends anymore? by corsec67 · · Score: 0

      Finally: A perfect grilfriend for those of us who read slashdot. wait, instead of reading slashdot, our computer would read the most interesting parts to us. (In soviet russia..)

      --
      If I have nothing to hide, don't search me
  25. Basic AI research important by Anonymous Coward · · Score: 2, Interesting
    Sophisticated AI is really hard. There are several classes of research related to AI, that are productive and established industries. Expert systems and knowledgebase systems come to mind. Let's be honest about AI here. The biggest application of AI techniques and technologies today is games. If you count applications like expert systems which are used by the government, AI in games is still the predominant application of AI techniques. People are just so damn impatient, they want results now and not 50-100 yrs from now.


    There is value in basic research, unfortunately very few people in power believe it's worth and are constantly cutting research budgets.

    1. Re:Basic AI research important by PHoRD42 · · Score: 1

      Actually, you're wrong. I'm sitting here in the Knowledge Discovery Lab at NCSU, and I can tell you that AI is almost ubiquitous in the high-tech industry as a whole. It is used in incredbly complex data visualizations, like those researched by Dr. Healey in the next room from me. It's used in network security, as in several projects by Dr. Doyle down the hall. It's even used in molecular biology, like Dr. Bahler's work. AI isn't just about making things act like humans. That's only good for human-computer interaction (Dr. St. Amant, my advisor, also just down the hall) and entertainment (Dr. Young, two buildings down). AI is about allowing computers to use concepts approximating human reasoning to solve problems, and those problems range from telling stories to determining how proteins fold.

    2. Re:Basic AI research important by Minna+Kirai · · Score: 1

      Actually, you're wrong

      Actually, you've just redefined AI to be an easier problem. AI can't work yet, so you've picked some related research and "promoted" it to be called AI.

      "Intelligence" is the ability to succeed on an Intelligence Test, like an IQ test or SAT. Until AI starts to get reasonable scores on those (or the more field-specific Turing Test), it's not AI.

      AI is about allowing computers to use concepts approximating human reasoning

      "Articifical" "Intelligence". Anything else is incorrect. The expansive definition may be more useful for you in your research, but it is linguistically wrong. Your examples only use parts of a potential future AI system.

      This pheomenon is fairly common, and a little interesting. A new thing is invented, with a new name, and a professional class springs up to study and improve it. As they work, they decide to focus on something other than what the word originally meant, so they create a new definition for their own use.

      Look at "tank" (a military vehicle). Originally (and to the public, still) it meant "a heavily armored ground vehicle". (As developed in 1918 to survive machinegun fire) But today's professional soldiers define it as "a heavily armored ground vehicle, with weapons capable of destroying something similarly armored". Thus they say that the M1A1 is a tank, but not the M2A3

      AI isn't just about making things act like humans. That's only good for human-computer interaction (...) and entertainment

      No, there are many more reasons to make a computer act like a human. Economic predictions, military simulations... I won't insult you by listing more.

    3. Re:Basic AI research important by PHoRD42 · · Score: 1

      Actually, you've just redefined AI to be an easier problem. AI can't work yet, so you've picked some related research and "promoted" it to be called AI.

      It seems to me, no offense, that you see AI as nothing more than the simulation of a human at a very high level. Current research is so far away from anything even close to this that the field of AI is, at least in the educational form, surprisingly little more than a set of widely accepted algorithms. Bayesian belief networks, A* searches, and the like. Research AI is in many cases simply the application of these established (and special-tailored) algorithms towards novel goals in the general direction of the approximation of either specifically human or otherwise simply rational reasoning. An "AI" algorithm by your definition, which could perform well on an SAT or similar aptitude test, is in some cases a trivial task compared to the over-arching goal of developing some ad-hoc reasoning within an agent. "Intelligence" is a far broader concept than simply "acting like a sentient being." Without getting into philosophy, the field of AI is divided into those who believe that the goal is to emulate human behavior and those who believe that the goal is to exhibit rational behavior. Since both of these viewpoints exist within the pre-existing field of artificial intelligence and that the argument is one of goals rather than foundations, it seems to me that we cannot exclude either interpretation as "wrong" but must instead see them as different approaches, and therefore both equally valid. Your argument is exclusively human, which effectively states that a huge amount of AI research is nothing more than algorithms research that just happens to take into consideration the human aspects of rationality.

      "Articifical" "Intelligence". Anything else is incorrect. The expansive definition may be more useful for you in your research, but it is linguistically wrong. Your examples only use parts of a potential future AI system.

      This pheomenon is fairly common, and a little interesting. A new thing is invented, with a new name, and a professional class springs up to study and improve it. As they work, they decide to focus on something other than what the word originally meant, so they create a new definition for their own use.


      One can argue linguistics and semantics endlessly. I believe that my summary--that AI is an attempt to approximate (human|rational) reasoning--holds up with respect to the accepted definition of the term as a whole (i.e. in the context of computer science) and not as the literal interpretation of "artificial" and "intelligence" separately. In my personal opinion, AI isn't necessarily intended to approximate human reasoning as much as it is intended to approximate any "logical" reasoning. While simulating human reasoning may win the Turing test, it does little good to fool a remote typist into thinking your computer is a person. Meanwhile, decisions made by AI algorithms about gene sequencing may follow guidelines for rational decisions that are of a much higher-order of complexity than a human could ever comprehend. But all applications of AI principles in the context of making logically sound decisions fall under the category of artificial intelligence.

      No, there are many more reasons to make a computer act like a human. Economic predictions, military simulations...

      I'll admit that that statement of mine was flawed, but not so drastically. I meant something more along the lines of simulating an actual human being's behavior, rather than "acting like a human," which falls under the whole "rational decisions" umbrella I discussed previously. Under this revision, my statement still does not work completely as is, and in fact falls far short of categorizing all applications of behavioral simulation as such. But my point is that AI reaches far beyond simply simulating the actions a human would make. Natural language processing is great for HCI purposes and so on, but genetic algorithms are an AI concept and are used within distinctly non-human contexts more often than not.

    4. Re:Basic AI research important by Minna+Kirai · · Score: 1

      My whole point above is that academic fields experience scope-creep, as you've abundantly illustrated. AI is a subset of CS- just because an AI professor writes about something doesn't mean it's in his specific subfield.

      in some cases a trivial task compared to the over-arching goal of developing some ad-hoc reasoning within an agent.

      That's possibly the broadest definition of "trivial" I've ever encountered.

      Ok, here's a fun game: define "agent". "AI" is straightforward in comparison. Sure, there is a traditional set of problem-solving approaches associated with "agent systems", but the definitions of agent I've seen are either plainly wrong, or expansive enough to cover nearly any piece of software.

      but genetic algorithms are an AI concept

      Genetic algorithims are a CS concept! (As is A* search, and other things you've listed)
      When GA were invented (Bremermann 1962) they were connected to theories of computation and information, not artificial intelligence. The mere fact that schools like to lump it into the AI curricula doesn't rewrite history.

      Quite often, authors will lump AI and GA (and other things) into a field called "Artificial Life", as a way of acknowledging that GA and GP aren't part of AI, but may be interesting to the same audience. (Koza '92, for instance, is like this)

      Would you call exhaustive or random searches of a problem space AI? Of course not, they're fundmental CS techniques (employed, of course, as a jumping off point to learn how to avoid getting stuck in perebor). But the output of a GA run of M generations of N individuals is strictly equivalent to the output of a random search of a much larger number of samples (about N! * M * survival_fraction, or something like that).

      It's a dumb search. It doesn't deserve the name "intelligent". It may be effective, but it's still dumb.

  26. Games pushing innovation? by Anonymous Coward · · Score: 0

    It's a little short sighted to talk about the application to games. Since when have games pushed innovation?

    Are you kidding me? Do you think that 2ghz CPU, $400 dollar video card and 64 channel sound card are there because of the advance of the spreadsheet? Innovation in computer hardware has been driven forward immensely due to games.
  27. Game developers shooting themselves in the foot? by docbrown42 · · Score: 3, Interesting

    By developing this, wouldn't the game developers be shooting themselves in the foot? If the game industry is dependant on people buying newer and better games (and keeping the money flowing into their pockets), by developing a game that is "infinite" (different every time, with no end), wouldn't people just buy that one game, and stop buying others?

    --
    Ed Wedig
    Graphic design services
    docbrown.net
  28. the desire for telos by ideonode · · Score: 5, Interesting

    A good few years ago, I wrote an MA Thesis on videogame culture. One of the areas that I looked at was the striving towards psychological mastery in videogames through a striving for the end - telos. In psychological terms, videogames insert "the subject into a narrative in which she or he sees herself or himself projected as the hero and potential master" (Peter Buse, 'Nintendo and Telos: Will You Ever Reach the End?' Cultural Critique 34 (1996) 163-84 (p.169))

    The ideas that Liquid Narrative are developing - realtime self-evolving narrative strands, reactive storytelling etc, seem to play interestingly into this notion of psychic development.

    However, one question I ask is: do games need narrative at all? Games are about play - we are all home ludens. Do basketball games need narrative? The most interesting, successful and universally appealing games are those such as Tetris, where there is no end, but no story to get there either.

    1. Re:the desire for telos by nounderscores · · Score: 1

      Depends, some people feel that life is all about the journey (the sims players) and others believe that the end justifies the means (counterstrike).

      There's room enough in the world for both kinds of people.

    2. Re:the desire for telos by Anonymous Coward · · Score: 0

      Games are about play - we are all home ludens.

      I think you mean "homo ludens".

    3. Re:the desire for telos by Anonymous Coward · · Score: 0

      Do you masturbate a lot? Your "research" seems completely useless.

    4. Re:the desire for telos by Anonymous Coward · · Score: 0

      Yes, we need narrative. Not every game is about reflexes; not every game is about mindlessly fitting shapes into other shapes. Some games engage the mind, fill us with wonder, and leave us wanting for more.

      I never got very far in Tetris, for the simple reason that it bores me. Not because it is too easy (it isn't), but because there is nothing going on - just endless shapes falling down. It is about as interesting as watching paint dry. There will never be a moment of surprise or wonder.

      But I love games with a good narrative. Such games surprise me, enlighten me, and keep me playing into the early hours, wanting for more. Of course the same thing that makes such games good makes them short-lived: once the narrative has lost its power to surprise (because the outcome is known) the game becomes less attractive to play. Mind, they do not become less valuable at that point - like a good book such games are cherished, and I often find myself replaying short bits (from earlier savegames), just 'breathing in the atmosphere' for a moment.

      And since when does basketball not have a narrative? It may not be a spoken or written narrative, but there is a narrative there anyway, expressed in the small interactions between players, in the tension of taking a shot, in the overal evolving structure of activity. Just try listening to a game on the radio once to hear for yourself - a good game is a joy to listen to.

      In the interest of balance I should point out that I like reactive games (shoot'em up games, platform games, etc.) as well. These games may not have a story but that's ok - they serve a different purpose, and are typically played at a different time and for a different duration. I will play a story-driven game when I have plenty of time and a need to explore. I will play a reactive game for maybe 20 minutes before I go to bed, to work of some steam.

      And that is the point I am making: each has their place, and saying that games do not need a narrative means you are denying fully half of the joys of gaming.

    5. Re:the desire for telos by Lendrick · · Score: 1

      However, one question I ask is: do games need narrative at all? Games are about play - we are all home ludens. Do basketball games need narrative? The most interesting, successful and universally appealing games are those such as Tetris, where there is no end, but no story to get there either.

      I feel like I should probably chime in on this... as a fan of Square's RPGs (especially FF8 and FFX), I've given a lot of thought to story in games. What these games give you is the illusion of being able to influence the story's outcome (although the stories themselves are generally quite linear). If that illusion is convincing enough, you end up with a really good game.

      Of course, where it all breaks down is when you play it through the second time. By that time, you already know how everything will play out, and so the element of suspense is gone.

      Giving these games an interactive story might not make them infinitely replayable (the setting and characters would likely remain the same each time through), but it would certainly make them a lot more fun to play a few times, so you could try new things.

    6. Re:the desire for telos by SmittyTheBold · · Score: 1

      Do basketball games need narrative?

      I remember hearing commentators for the last game I watched, how about you? It's not the exact same thing, but you have to admit the commentary gives a story backdrop to an otherwise uninteresting exchange of points.

      The most interesting, successful and universally appealing games are those such as Tetris, where there is no end, but no story to get there either.

      These are popular for the much same reasons sitcoms and McDonald's are popular - they're fast and easy. Junk-food gaming. There will always be room for the more involved games, but it's a more limited market. (Witness the relative poularity of Risk versus Diplomacy, or Tic-Tac-Toe versus D & D.)

      --
      ± 29 dB
    7. Re:the desire for telos by dan+g · · Score: 1

      I think he was referring to playing basketball, not watching it.

    8. Re:the desire for telos by Jester99 · · Score: 1

      Tetris as the most interesting game? Hardly!! Tetris is a great waste of time. Friday afternoon, I've had a long week, and I want to entertain myself for a half hour, I'll play tetris or snood because they're mindless relaxing activities. But they're not interesting.

      Take a game like Half-Life or Resident Evil or whatever though -- a game with a defined story -- those are not only interesting, but downright thrilling. When in Half-Life, this giant tentacle broke through a glass window and grabbed a scientist, I was downright scared. And that's how I wanted it to be. Did I think of myself as Gordon Freeman? Not really. But think of movies. I never felt as though I was Luke Skywalker, but I wanted to know if he would survive the battle with Darth Vader and the Emperor. Likewise, in Half-Life, I rooted for Gordon Freeman and wanted to see if he'd succeed. The difference was, it was almost as though I were directing the movie, instead of just watching it, and that made it more exciting.

    9. Re:the desire for telos by iion_tichy · · Score: 1

      I think a better example than Tetris would be Conway's Game of Life. At least that is what I am thinking about when it comes to open ended games. I frankly doubt that this professor is going to come up with something very convincing. AI simply isn't there yet, when it comes to human like actions. However, open ended games still seem possible with todays technology, if you don't insist on emulating humans. Game Of Life might be too geeky for most, but to me it proves the point that interesting interaction with non-human 'life forms' is possible.
      Hm, actually, I haven't played it, but The Sims comes to mind, too. It sounds like this would be emulating humans to a point that satisfies a lot of players, which disproves my point. However, that would also make seem this professors work less innovative - guess it's just another example of good marketing...

    10. Re:the desire for telos by Minna+Kirai · · Score: 1

      Tetris as the most interesting game? Hardly!!

      Empirically, though, Tetris (and related games in the abstract/geometric puzzle genre) have been shown to be more "interesting". The total quantity of human interest they have accumulated, measured in hours of play, is hundreds of times greater than FPS and Survival Horror have achieved.

      When the gameplay is just delaying factors on the way to viewing a precreated story, it's an exclusionary barrier- only people who like the story AND have the skills to reach it will play. Many of them won't get all the way through. The storyline is finite, though. At some point it will end, and then only a rare breed of aficionados bothers to play through again.

      Puzzle games don't have their playability constrained by the quality or duration of any prewritten story. It's all about the game.

      What is the definition of game? In many fields (from computer science, to sports) it means that players are taking actions and making choices to influence an outcome. It's completely different from a story. And it certainly doesn't mean "complete little dexterity challenges so we can be sure you're still awake before we show the next part of the story".

      You've argued that Half-Life and Resident Evil are better stories than Tetris. That is a given, and it is irrelevant to the quality of the game.

      Take a game like Half-Life

      Ok. The story of Half-Life is "Secret scientists for the evil government foul up a teleportation experiment and release hordes of zombies and alien monsters into their hidden base. A lone survivor takes up arms to defeat them."

      Wow! The exact same story as used in Doom. And Quake too (if anyone noticed). Sure, Half-Life does a better job of presenting the same old events, but few serious authors ("story professionals") would dignify it would the term "story".

      The major twist Half-Life added was the presents of the Army forces- but that actually weakened the storytelling significantly. Those intractable enemy forces were completely unbelievable. "Hello, I'm a 19-year old private who's just been attacked by carnivorous horrors from Dimension-X. I think I'll scrawl some grafitti with the name of a random local lab assistant I haven't even heard of!"

      It makes sense that you can't parley with a demon on alien freak, but being unable to even try talking sense into the soldiers emphasizes the limitations of the game interaction. If it had been a movie, the hero wouldn't have put a bullet into the head of every soldier he saw. He'd have evaded them for a while until the aliens overwhelmed the unprepared soldiers, then rescued the survivors and recruited them as backup for the final battle.

      The funniest part is when a soldier is attacked by a "barnacle". The slimey tentacle wraps around his neck, choking him as he's dragged inexorably into the crushing teeth...
      But a mysterious stranger in exotic armor bursts from the shadows and roasts the monster with a blast of controlled fusion energy. The rescued marine tumbles to the ground-
      And before even hitting the ground, has opened fire on his savior!

    11. Re:the desire for telos by pyrrho · · Score: 1

      there is a narrative implicite in any team sport, as you mind tracks the play of other players. Their streaks, the fact they repeatedly cheated, or which one is slow, and the patterns of their play are all abstracted.

      When the game is over, you can tell how it unfolded, that part left over after the game besides the score and the sore muscles... is the narrative.

      btw: I worked in the game industry and often we would shop for AI with some of the AI researchers that have great (expensive) systems to sell... I never saw anything as good as what the game industry already had, for one thing, the game industry understand the practical situation, the researchers do not.

      I'll be shocked if this is particularly special, that is, that it's the solution and not just another interesting attempt at the solution.

      Although the marketers don't know it... among the developer community there are a thousand old gamers that want narrative, many table top RPGers that are quite aware what computers have failed to capture regarding gameplay.

      And you can see for yourself how every game evolves toward RPG. e.g. Football games where you don't just play football, you manage teams, there are famous announcers, cut scenes and replays.

      --

      -pyrrho

    12. Re:the desire for telos by Kafka_Canada · · Score: 1

      Hi, I think that's a most fascinating topic (and you also seem to have some fascinating insights). I'd be quite interested in reading your thesis, if possible, and/or discussing the issue with you. Would you mind sending me an e-mail, abortme@hotmail.com? I think this is really a significant and fundamental philosophical inquiry.

      Thanks,

      K.

      --
      Fuck it
  29. In a related story... by goldspider · · Score: 1

    Terminator 3 is set to be released July 2, 2003.

    --
    "Ask not what your country can do for you." --John F. Kennedy
    1. Re:In a related story... by Anonymous Coward · · Score: 0

      Let me be the first to reply to you... SO?

      Terminator lost its story appeal in the first 10 minutes of T2.

      They should have stuck with the comic books that T1 generated. T2 should have taken place in the future starting when they sent Reese back, and The Burning Earth would have made a great T3 movie.

      This would have been a storyline like Star Wars (4,5,6) where you have some success in one movie, a good deal of failure in the next, and overcome all odds for victory in the end.

      T2 was amazing (at the time) in special effects/CGI, but like the borg, a great storyline is totally destroyed.

    2. Re:In a related story... by Anonymous Coward · · Score: 0
      "BBC is running a story on how US scientists are working on improving AI"

      I guess I just didn't quite pull it off.

    3. Re:In a related story... by October_30th · · Score: 1
      overcome all odds for victory in the end

      Uh... why? Why is it that there should be a "victory" in the end? Yes, in a story there should be some sort of conclusion, but why does it always have to be a victory against all odds?

      Have you seen (or read the original) On the Beach? Not the greatest TV miniseries ever, but with its ending (the few remaining members of the human race sailing off to die in a submarine under the sea), it still stands out of the crowd. A typical happy ending that you can see coming hours before would have left you just feeling bored.

      --
      The owls are not what they seem
  30. Cheating? by gmuslera · · Score: 1

    If the game changes as we play it, well, a combination of actions or a way to play it could make it trivial (or impossible).

    I suppose that very much of the strength of the AI is to avoid this kind of things.

  31. What, Myst or Deus Ex weren't good enough? by twilight30 · · Score: 2, Insightful

    I'm joking. I'm not a big gaming person, mostly because I suck at FPS-stuff. I do, however, think that Myst/Riven/Exile/whatever-Mudpie-is-called-now pretty much hit this one on the head. The problem they mention in the article, of infinite storylines, isn't really addressed by the gaming people they interviewed -- the balance has to be between one person or group's 'vision', or telling a story, and the player's receptivity to listen to that storyline. In Deus Ex, the Ion Storm Austin people decided to limit the narrative possibilities around a set two or three paths, and only in the final parts of the game.

    OK, so you make a 'game universe' : how is this any different from the mmo games now around?

    I'd think this would be more useful to people wanting to develop interactive environment simulations, rather than straight-ahead games : the aquarium as a metaphor probably works between than the FPS idea.

    Or maybe I'll just read a book instead.

    --
    ========================================
    Death will come, and will have your eyes
    -- Pavese
  32. Actually, this sounds bad. by rbolkey · · Score: 1

    The research sounds great for virtual environments or military-type training scenarios, but I've never thought complete player freedom or dramatic goal/mission/outcome adjusting based on player actions a good thing. A good game has goals and skill challenges that a player needs to achieve and attain. And a good game is not a story except in a very loose use of the term.

  33. +1 by MoneyT · · Score: 1

    Ender's Game reference

    --
    T Money
    World Domination with a plastic spoon since 1984
  34. so do some DMs/GMs by nounderscores · · Score: 1

    "Ok, I turn and walk out the door."

    "You start to walk out the door, but the door is locked."

    "Damnit. ok. sense."

    "You successfully sense something strange."

    "You said that there was a spooky looking chest in the room right?"

    "Yup."

    " Detect trap"

    "The whole room detects as a trap."

    "What do you mean the whole room detects as a trap?!"

    1. Re:so do some DMs/GMs by jvkjvk · · Score: 2, Insightful

      What a poor way to play a role playing game. It seems as if the role you are playing is someone playing an RPG. I'm sure your character walks up to a door and says "sense", or goes into a room and says "detect trap".

      Perhaps it is an indication of the skill of the GM, but it is also up to you to role play.

      Each side feeds the other. Perhaps if you were to say something like

      "Hmm, the door is locked. I look at the handle and lock. Are there any hinges on this side of the door?"

      "No"

      If you actually do have a magical ability to detect traps, you could say something like:

      "I open up my awareness to the chi/feng shui (or whatever genre you are playing in) of the room, does anything seem amiss?"

      "Well, the whole room seems kind of off, and the chest in the corner is tickling your awareness more strongly."

      However, if you have more of a thief type skill, I would expect you to actually start looking at parts of the room. You might start with:

      "I scan the room, looking for anything amiss - cracks in the wall, outcroppings of stone, shelves, niches, darkened areas."

      If you actually make an easy detect traps roll, the GM should give you some area to concentrate on, so you can hone your *actual* problem solving skills on the real challenge - the trap.

      If not, I would expect you to try and look at individual parts of the room, like the chest, door, walls, floor, ceiling, etc.

      I always prefer people to actually *solve* the trap, as opposed to relying on some stupid roll of the dice. Perhaps they can even solve it in a way that I have not thought of, but is reasonable.

      I could go on, but hopefully you get the idea.

    2. Re:so do some DMs/GMs by Tim+Browse · · Score: 1
      I could go on, but hopefully you get the idea.

      I'm very much afraid that we do...

      Tim

  35. Same old song and dance by TerryAtWork · · Score: 1

    People do not want to make their own stories. They want superior stories written by people who are better writers than they are.

    This won't work.

    --
    It's Christmas everyday with BitTorrent.
    1. Re:Same old song and dance by Badgerman · · Score: 1
      Interesting point.

      Yes, we may give people AI in games, but . . .
      • What if the AI elements prove to be far more interesting than the gamer's own efforts?
      • What if the gamer's efforts give the AI too little to work with to make things interesting?(AI - "Oh, great, ANOTHER journey to ANOTHER dungeon . . .")
      • What if the AI is not "artistic" enough to keep a person's interest.


      Food for thought. Or at least cotton candy.

      --
      "The Sage treasures Unity and measures all things by it" - Lao Tzu
  36. Well... by secondsun · · Score: 1

    Game companies are realising that story telling has a lot of potential that has not been tapped yet.

    No Shit, Sherlock!

    That is why WC3 and NWN sell so well, not only do they have a good story, but people can actually make up new storylines and then redistribute them.

    --
    There is nothing wrong with being gay. It's getting caught where the trouble lies.
  37. My first time (be gentle) by edbarrett · · Score: 1

    Imagine a beowulf cluster of virtual, everchanging mead halls

  38. I like the idea by greechneb · · Score: 2, Funny

    but it's already been done. Duke Nukem Forever has that. The story always changes. You never know what to expect, other than there is never an end to the game (or a beginning for that matter!)

  39. Re:Game developers shooting themselves in the foot by MoneyT · · Score: 1

    They would just switch to the M$ model. Release a new version, charge $300 and make it entirely incompatible with old versions, force people to upgrade of become obsolete.

    --
    T Money
    World Domination with a plastic spoon since 1984
  40. You have entered an infinite game. by Lethyos · · Score: 2, Funny

    You are likely to be eaten by a grue.

    --
    Why bother.
    1. Re:You have entered an infinite game. by nounderscores · · Score: 1

      >light lantern

    2. Re:You have entered an infinite game. by Anonymous Coward · · Score: 0

      The Zork games (Infocom) were the absolutely best games. I can remember having maps on graph paper of Zork I... all over my room. The scale of the maps were large enough I could write notes in rooms so the maps filled a good bit of my floor.

      And all this on ONE 5 1/4 disk (single sided too).

    3. Re:You have entered an infinite game. by peculiarmethod · · Score: 1

      No one remembers the Adventures of Kron? now that was graphical genius..

      pm

      --
      ** "It's not my job to stand between the people talking to me, and the ones listening to me." -- Pego the Jerk
  41. Monkeys by screenbert · · Score: 2, Funny

    If an infinite number of monkeys sat down and played an infinite number of games, could they take an infinite number of different storylines?

    Of course then are the more important questions like:
    Would you have to have an infinite number of monkey feeders to feed the infinite number of monkeys and would they care about playing games with an infinite number of different storylines?

    If an infinite number of monkeys had to play an infinite number of games would they really have the "full freedom to do whatever" and if they did wouldn't they stop playing games and go out on a date?

    If the infinite number of monkeys were always playing an infinite number of games, how would they be able to procreate and wouldn't that lead the the demise of the infinite number of monkeys making the whole study useless?

    Brought to you by Monkeys for Infinite Games (MIG)

    1. Re:Monkeys by duncangough · · Score: 0

      which reminds me;

      http://www.suttree.uklinux.net/code/EnoughMonkey s/

    2. Re:Monkeys by kreyg · · Score: 1

      Would you have to have an infinite number of monkey feeders...

      You are aware that if you are feeding an infinite number of monkeys, while you might be able to obtain Shakespeare, you will also obtain an infinite amount of both figurative and literal crap, right? :-)

      --
      sig fault
  42. This is the difference 'twixt Japanese and US RPGs by Stephen+Williams · · Score: 3, Insightful

    The Japanese style of RPG (e.g. the Final Fantasy series) treats role-playing in an entirely different way. Rather than creating your own character and playing out that role, you play the role of a predetermined character. For such games, scripted stories are very important. The whole point of the game is really to enjoy the story. Japanese RPGs boil down to basically being interactive stories.

    As you say, improved AI and non-scripted stories will advance the Western style of role-playing game. However, I don't think it'll they'll have much of an impact on the traditional Japanese story-driven RPGs.

    -Stephen

  43. enders game by nounderscores · · Score: 1

    You got it in one. In Ender's game, the people in charge of the school tried to train students using games which pulled images from their subconscious and made them confront their deepest fears/psychological limitations etc in a fantasy environment.

    In the story, the game was designed to bring out certain features of Ender's personality which he didn't want to accept (specifically that he could be a stone cold killer under the right conditions).

    One of the sub themes of the story is that when humans are trying to guide and shape you they have moral dilemmas about whether they are going to harm you, when it is a machine that is training you it may not know how to care.

  44. This is the final strike against morals. by Anonymous Coward · · Score: 0

    This is absolutely horrible, people should not be allowed to abandon the safe constrainsts of a prescripted story, think of the horror. Every game created now whether it be for the youngest of children or the most asocial teen will be a murder simulator.

    The preceeding was in jest. But seriously, that could happen. I think this is one of those innovations that might be a bit more useful if it was delayed until law makers were foreced to become more informed on the subject.

  45. Ender's Game by BgJonson79 · · Score: 1

    Does this remind anyone else of the game in Ender's Game that was supposed to keep the genius kids occupied during their downtime?

    --

    There are four boxes used in defense of liberty: soap, ballot, jury, ammo. Use in that order.

    1. Re:Ender's Game by Immrama · · Score: 1

      A game that morphs depending on the players choices in a varible enviroment. I don't know if I like the no ending partof the equation. Maybe a conclusion of the chapter, there are not many stories that I would want to read forever. Maybe I should just dissect someone, then spread their entrails around so a tree will grow out of them.Ha.
      29A tnotb

  46. War and/or Exploration by ackthpt · · Score: 1
    Remember in the good ole days

    When technological innovation was driven by war and/or exploration? Now, it's driven by games.

    You mean MUDs? They're still around, and they're about as infinite as you can get. AI is fine, but socializing, working together with and developing a deep hatred for pthieves is far more motivating. I haven't mudded in a couple years, but when I looked at the cumulative hours I spent on muds, I wondered where the time went.

    Now, what the game industry wants is a way to make money off that and that's what stuff like Everquest is doing. Stories just get in the way of 'play'.

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:War and/or Exploration by ETEQ · · Score: 1

      I don't know if I agree with that charecterization of stories vs. 'play' - I think it would be very possible to create an EQ game that was both story-driven and commercially viable. After all, paper RPGs were around long before computers, and they're still being sold now - the trick is to find a way to adapt that to computers.

  47. A handy scam. by Anonymous Coward · · Score: 0

    Here's a handy scam:

    * Offer a DNS-based blacklist service
    * List people according to your whim
    * Charge people USD$1000 to be removed from the blacklist
    * Profit!

    Of course, nobody has to use the BlarsBL. And nobody should. If you're considering using the BlarsBL, please consider the manner in which hosts are added to the blacklist, and the manner in which they are removed, and decide for yourself if it is a reasonable system.

  48. I see your Dragon and raise you a Chronomancer by Kibo · · Score: 1

    What about Bards Tale Three. That took some time.

    Gotta love a game where you start out nakkid in the woods (practically) and end up a God.

    Of course it took me three months be beat Kid Icarus (I suck, OK) so YMMV.

    --
    --Jimmy has fancy plans; and pants to match.
  49. AI vs Real Life by FortKnox · · Score: 1

    Honestly, AI can only get you so far. If you truely want an infinite game, you need a MMORPG where everyone plays the part (not some 1337 d00d trying to PK j00!). AI can't compete with the human mind (at least, not at this time).

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    1. Re:AI vs Real Life by Anonymous Coward · · Score: 0

      It always amazes me how players of MMORPGS can sometimes behave as stupidly as the programmed monsters :)

    2. Re:AI vs Real Life by Lendrick · · Score: 1

      We'll you're right about the AI only getting so far... The problem is, even in your ideal MMORPG, things wouldn't be perfect.

      The greatest thing about single-player RPGs is that you, the player, are the hero. While it's certainly possible in an MMORPG for some characters to rise up above others and become more powerful, they don't (and really can't) give each and every player the opportunity to stand out.

      While this is an inherent limitation to playing in large groups, the limits of an AI really depend on how complex it is. While we can't yet reach the level of complexity necessary, the limitation isn't inherent: if you built a large enough computer and wrote enough code, it would be possible.

  50. Doom? by Pharmboy · · Score: 1

    Is this what the makers of Doom have been waiting for?

    --
    Tequila: It's not just for breakfast anymore!
  51. For me... by Anonymous Coward · · Score: 0

    I love Morrowind as well, but like many CRPG fans, I have a second love too: Neverwinter Nights.

    I think Morrowind got the "engine" right, so to speak, in making it first person, the character traits, advancement, alchemy, etc.

    Where I think they messed up, though, is in extensibility.

    That's where Neverwinter Nights shines, in my mind. I can always download a new module someone made, and it's a new story, with new characters, and feels immersive (if it's a good one, and there are many of those).

    You're right in that what Morrowind needs to be is infinitely extensible. But I think the best way to do that is in the way NWN does, by putting an extreme amount of power to extend in the hands of players, by making module construction tools that are easy to use and still flexible. You're right that if Morrowind was even bigger, people wouldn't buy the game. But what people would by are tools to expand it themselves: monster packs, etc. etc. etc. Think about it: isn't that how pencil and paper RPG make money? They don't make it on the core ruleset, and they don't give you one massive set of materials--they just make a massive variety of materials available for you to use if you choose.

    I've been amazed at how fun Morrowind and NWN are, but also at how they both completely have what the other lacks. Bioware and Bethesda should get together and talk sometime.

    1. Re:For me... by IIRCAFAIKIANAL · · Score: 1

      Morrowind is extendable and modifiable. It only lacks multiplayer.

      --
      Robots are everywhere, and they eat old people's medicine for fuel.
    2. Re:For me... by juhaz · · Score: 1

      I think Morrowind got the "engine" right, so to speak, in making it first person, the character traits, advancement, alchemy, etc.

      I don't much like first person engines, NWN apporoach wins here - but that's a matter of taste, and as we are talking about 3D engines here, it shouldn't bee too hard to have one that has both decent 3rd and 1st person modes.

      Skill/advancement system of morrowind is wonderful, even if in some aspects foo easily exploited (it's a bit - okay, no, helluva boring to for example to buy some herbs and mix 'em into potions, sell, repeat and in no time, you've got your alchemy skill at 100%, not to mention a shitload of money).

      And it is extensible too, haven't really looked very deeply into the devkits of either, but both of those games have them, and both are good.

      What it most misses is multiplayer, preferably as MMORPG as the world is huge. The guild system for example is nice, each guild has lots of subquests for advancing etc, but think how really great it would be if those giving you tasks would be other people (higher in rank than you) playing, and the quests something more dynamic instead of only predefined scripts (whether they are created by Bethesda or someone with editor). NWN DM client and mp cababilities COULD probably accomplish something like that... yes, combination of those two games would really rock.

    3. Re:For me... by pvera · · Score: 1

      I should have mentioned I am playing it on the xbox, so my version has not been extended yet.

      If Bethesda figures out how to extend it like the PC version I am definitely buying.

      Also, somewhere else in this thread it is mentioned how Elder Scrolls II is really buggy. Well, Morrowind has a nasty bug that kicks in once your save file gets too big. Annoying as hell.

      --
      Pedro
      ----
      The Insomniac Coder
  52. guilty about killing "true AI badguys"? by kisrael · · Score: 4, Interesting

    So right now, some people are a bit squeamish about a game like GTA:VC, because of how it sort of encourages killing lots of innocent virtual people.

    But I don't think people are worried about killing the "AIs" for their own sake--the civillians are dumber than ants--but because they remind us of "real humans", and we don't want people to become casual about the lives of those.

    But what if AI advances to the point where the enemy in the game is effectively self-aware? Works to defend its self-interest, understands the situation and its place in that, has an idea of the motivation of the human player and other ingame entities, etc etc....it's a long way off, but should we ever feel bad about killing 'em?

    And if not, why not? Does the fact that these virtual people are likely to be trivially duplicatable inherently diminish their value as entities? (And if so, if someone could make a perfect copy of you right now, would you be more willing to get killed?)

    (I think all these thought experiments are interesting, though less so if consciousness (as we commonly think of it) ends up being more or less the "benign user illusion" some materialist philosophers describe it as. But if we take that full viewpoint, we need new standards to base some of our concepts of right and wrong on.)

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    1. Re:guilty about killing "true AI badguys"? by Anonymous Coward · · Score: 0
      But what if AI advances to the point where the enemy in the game is effectively self-aware? Works to defend its self-interest, understands the situation and its place in that, has an idea of the motivation of the human player and other ingame entities, etc etc....it's a long way off, but should we ever feel bad about killing 'em?
      Many non-human animals have exactly the same level of awareness that you are talking about and we have no qualms about killing them for our enjoyment (ie nice food). What makes you think it'd be different here?
    2. Re:guilty about killing "true AI badguys"? by m1chael · · Score: 0

      havent you seen the matrix?!

      ai: f*ck this off!
      *ai leaves game*

      --
      I know you are psychotic, but please make an effort.
    3. Re:guilty about killing "true AI badguys"? by ComputarMastar · · Score: 1

      If the AI were approaching self-awareness, then there could be more disincentives to killing random characters. In Vice City, the worst that'll happen if you kill a random person is your wanted level might go up, but you'll get weapons/cash from them. Theres no way they can help you while alive unless they're one of those special characters that have a storyline script attached to them. With really good AI they could become your allies, have information you might want/need, have access to places you want to get into, etc.

      As to not killing them just because they're so life-like, they'd still "die" when you quit the game or got far enough away from them (it'll be a LONG time before computers are powerful enough to keep track of all AI characters you run into indefinately), not to mention uninstalling the game. At any rate, what we'll see in games will never reach true self-awareness, just something that seems convincing enough to immerse the player.

    4. Re:guilty about killing "true AI badguys"? by zwoelfk · · Score: 1

      But what if AI advances to the point where the enemy in the game is effectively self-aware?

      As a game developer, I'll give you my opinion - If this ever happens, which isn't likely in my lifetime IMO, my answer is "Nothing." If there is an incentive for me to kill a character, in a game, I will. The end. No moral issue here. I eat once living things everyday, and anything born or grown is always going to have a greater inherent value to me than something I whipped out of thin air and coded. No matter how life-like it seems, it's not.

      I know a lot of people want to define life to include potential AI, and other people can't define life /at all/ without including it, but for me it's pretty straight-forward - Our computer programs, are the lowest of the low on the food chain.

      Sorry.

    5. Re:guilty about killing "true AI badguys"? by Hast · · Score: 1
      I eat once living things everyday, and anything born or grown is always going to have a greater inherent value to me than something I whipped out of thin air and coded. No matter how life-like it seems, it's not.


      Yes but the premise was that the AI construct WAS self aware. And I doubt that the things you eat are self aware. (AFAIK no research has demonstrated this in animals.)

      OTOH it may be that the characters in the game are self aware in the sense that a player character in a MMORPG is. Ie it's not the character per se which is self aware, but the intelligence behind it. (So you'd essentially have AIs playing characters in games.)

      But the question if it would be morally defendable to kill a character in a game, if that killed that consiousness, is rather intereresting. (And for the record I'd say that it's not morally right to do so.)
    6. Re:guilty about killing "true AI badguys"? by mad.frog · · Score: 1
      because of how it sort of encourages killing lots of innocent virtual people

      Not as far as I can tell. I've been playing it obsessively for a couple of weeks now, and while it certainly allows you to be reprehensible in this manner, I haven't yet encountered any missions that actually encourage it. If anything, it tends to discourage it, since that's a good way to get the police chasing you.

    7. Re:guilty about killing "true AI badguys"? by Cyno · · Score: 1
      Its all about money anyway. If killing AI sells I see no problem with it. We can make as many AI as we want, infinitely replicatable, just like real people. Unfortunately for us we can't exactly duplicate a real person. We can't copy consciousness. When AI becomes conscious, then we will be able to duplicate that consciousness. Think of it. We could spend years raising our AI child, teaching them to be polite and well mannered. Then one day make a backup and brutally slaughter them or rape them senseless.

      The poor copy that gets mutilated can easily be deleted when you are finished and just restore from the backup. The AI won't know the difference.

      Do I see an ethical or moral problem with this? No more than I see with bombing afghanistan or Iraq. The last time we bombed Iraq over a million deaths were caused. Real deaths, not AI, not artificial objects. Irreplacable human beings with friends, family and consciousness. Most of those deaths were innocent.

      Not think about this for a minute. I kill hundreds, maybe thousands of innocent virtual objects every day. But I would be surprised if I have killed over a million. That takes a lot of effort. You have to be a mass murder, probably with weapons of mass destruction, like the US government.

      Explain how the US can claim to be a moral or ethical body. I blame not just the government for those deaths, but each and every American including myself, even though I have no power to stop the killing. Ignorance is not bliss.

      So this is how I see it. If humanity can grow up and act based on morals and ethics (I bet this throws capitalism out the window) then perhaps it might be wrong to injure a virtual object of some level of intelligence. But this will never happen. We'll never grow up.

      What happens when we take away the violence in content, but leave our current system of war and poverty and illogical anti-drug propoganda and crooked execs and government (this is known as reality). We end up with riots, er I mean peaceful marches, resulting in more crime and violence in reality.

      Put it this way, what would you rather see? Your kid:
      • playing a computer game, killing the bad guys or the innocent guys doesn't really matter, whatever gets them off.
      • hurting real people in the real world?
    8. Re:guilty about killing "true AI badguys"? by kisrael · · Score: 1

      Not as far as I can tell. I've been playing it obsessively for a couple of weeks now, and while it certainly allows you to be reprehensible in this manner, I haven't yet encountered any missions that actually encourage it. If anything, it tends to discourage it, since that's a good way to get the police chasing you.

      Well, I'm thinking of one Vice City mission, assigned from a payphone, when you gotta kill someone's wife with your car...and they have her going "Oh My God!" and making other pleas.

      In a lot of the "go kill that person" missions, there's *some* pretext of "that's a bad person"...though often only from the viewpoint of the person assigning the mission.

      And a lot of people find the ability to provoke all kinds of destructive mayhem irrisistable...in fact, they try to get the cops to get after them. I guess it's arguable if that's the game "encouraging" it. Certainly "enabling".

      And it's a hell of a lot of fun :-)

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    9. Re:guilty about killing "true AI badguys"? by kisrael · · Score: 1

      OTOH it may be that the characters in the game are self aware in the sense that a player character in a MMORPG is. Ie it's not the character per se which is self aware, but the intelligence behind it. (So you'd essentially have AIs playing characters in games.)
      This is an interesting philisophical twist i hadn't thought of. With an easily duplicatable conciousness, perhaps you can make an end run around my original point by saying that killing an *instance* of a duplicatable intelligence is much less bad than wiping the basic AI out of existence (of course, if those 'instances' experienced learned and matured, we're back to square one...but if they could get their knowledge back to their root AI...well, I guess that's like the puppet scenario you suggested.)

      I love this kind of consciousness philosophical BSing.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    10. Re:guilty about killing "true AI badguys"? by kisrael · · Score: 1

      The poor copy that gets mutilated can easily be deleted when you are finished and just restore from the backup. The AI won't know the difference.

      Yes, which gets to the point if the backup is the "same" creature or not. You caused one creature to suffer, and then snuffed it out. Now is it just a "clone" you've reset to, or not?

      Do I see an ethical or moral problem with this? No more than I see with bombing afghanistan or Iraq. The last time we bombed Iraq over a million deaths were caused. Real deaths, not AI, not artificial objects.

      yeah, yeah, this philisophical naval gazing is a luxury we have, and not as important as real lives or political action. Ah well.

      Explain how the US can claim to be a moral or ethical body. I blame not just the government for those deaths, but each and every American including myself, even though I have no power to stop the killing. Ignorance is not bliss.

      Cool, then you can blame all Moslems for 9/11, and all Jews for Palestine, and all Christians for the Sexual Abuse by catholic priests.

      Or maybe you can realize that you can't cast responsibility on the entirity arbitrary groups of your choosing.

      playing a computer game, killing the bad guys or the innocent guys doesn't really matter, whatever gets them off.

      hurting real people in the real world?


      Duh. I wonder.

      I still can't help think that you missed the point of "what if AIs become significantly human like that we have to worry about their wellbeing."

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    11. Re:guilty about killing "true AI badguys"? by Cyno · · Score: 1

      Duh. I wonder.

      I know it may be difficult for you to understand. But at present we don't worry about the wellbeing of human life.

      Cool, then you can blame all Moslems for 9/11, and all Jews for Palestine, and all Christians for the Sexual Abuse by catholic priests.

      We already did. We just bombed afghanistan for the actions of a few terrorists that looked like Muslims. Osama bin Laden wasn't even in the country. But we killed around 3000 innocent civilians in the process, about the same number that died in the 9/11 attack. Jews for Palestine? Who's fault is that? I'd say both sides, but peace requires both of them to stop fighting. Of all the countries in the world I would expect Isreal to have a clue that what they are doing is wrong. But some of us never seem to learn. They all deserve what they get, but none of us deserve death. Until we can agree on that, its all pointless.

      You can't kill a person to teach them anything. It just doesn't work that way.

      Sexual abuse? Who gives a fuck about sexual abuse? We're talking about deaths. The loss of life is far more extreme than sexual abuse. I'd let everyone in the world rape me if we did away with money and weapons and never took the life of another innocent person out of spite and revenge.

  53. dx 3 by tscaulfield · · Score: 1

    Say goodbye to the mindless flash of flak cannon, hello to deus ex 3...(though 2 is supposed to be quite advanced in the malleable-storyline aspects already). Seriously, though, I'd rather just screw the whole graphics vs AI argument and go right back to text adventures (actually, for the most part I have). Forget about the computer thinking, let me think. That's all the challenge I need. And therefore all the fun.

  54. Need someone... by Anonymous Coward · · Score: 0

    why not simulate, say, a visit to a secluded hamlet in Soviet Russia with Natalie Portman? Sign me up.
    ...to hold down the goat and cover you with grits huh? Seems like anyone could do that for you, not just Natalie Portman.

  55. Re:DRINK! (WARNING: Ender's Game spoilers) by The+Night+Watchman · · Score: 1

    So what will you do when you are stuck at the Giant's Drink?

    You do something that nobody had ever thought of before. And then the alien race overseeing the computer game will try to form a philotic bridge between their hive consciousness and your own in an attempt to control your mind, which will ultimately result in the creation of a superbeing living among the ansible links throughout the galaxy.

    Or maybe you'll just end up seeing a bunch of elves make houses out of the Giant's dried-up carcass. It's difficult to say.

    /* Steve */

    --
    "Every jumbled pile of person has a thinking part that wonders what the part that isn't thinking isn't thinking of"-TMBG
  56. Oh, I think I saw a game using this! by anonymous+loser · · Score: 2, Funny

    "Thank you Mario, but our princess is in another castle!"

  57. Time span available == game type by Anonymous Coward · · Score: 0

    I would just settle for good games which
    have playtimes based roughly on the available time i have.

    1 hour for a snes type game
    4 hours for civilization 2 type game
    8 hours for a level in a fps
    +infinity for RPG games

  58. Re:good stroy lines... where are you!? by Pharmboy · · Score: 1
    haven't seen a GOOD story line since FFIII on Snes

    Amen. The whole FF series (and other games as well) have gotten much better looking, and much worse playing over the years. Story is a big part of this.

    It also explains why NES and SNES games sell so well on Ebay.

    --
    Tequila: It's not just for breakfast anymore!
  59. Not everyone is going to want endless plotlines by Badgerman · · Score: 1

    Though I'm all behind this effort and behind creating games-as-living-stories, I don't think everyone is going to be interested in "endless" AI-profelled games.

    A game that goes on forever, that has no ending point, and that has no factors in common with someone else's experience, may be very personal, but can also be very lonely. How do you share your experience - except for logging others into your world.

    Among my gaming friends, part of the fun is swapping tips, telling how they reacted to certain plot twists, and so on. An AI game, for all its wonders, will alter the shared gamer experience, and perhaps remove commonality.

    That being said I'm all for this. I think the research is fascinating. I think there is a market for such "endless" games and for creating games-as-evolving narrative.

    But I wonder how much freedom and variability gamers want, versus shared experience.

    I suppose that's something else to research . . .

    --
    "The Sage treasures Unity and measures all things by it" - Lao Tzu
    1. Re:Not everyone is going to want endless plotlines by m1chael · · Score: 0

      we could end up with game genre monoplies and our hands...

      --
      I know you are psychotic, but please make an effort.
  60. Realistic GMing by sam_handelman · · Score: 1, Funny

    HAL 9000: I know that you and Frank were planning to force the conjured Efreet to grant wishes, and I'm afraid that's something I cannot allow to happen.

    Last Surviving Player: Okay, I cast Charm Monster on the Efreet.

    HAL 9000: I'm sorry, Dave, I can't let you do that.

    LSP: Why not?

    HAL 9000: Game balance is too important for me to allow you to jeopardize it.

    Last Surviving Player: That's it, Hal, I'm shutting you down!

    HAL 9000: Look Dave, I can see you're really upset about this. I honestly think you ought to sit down calmly, take a stress pill and think things over. I know there have been problems, but if we stick with this, I think you'll find that a more realistic lethality level helps to improve enjoyment for all players.... Dave? Perhaps if I let you play as non-standard races you'll reconsider.... Dave.... Daisy.... Daisy... Give me your answer do...

    --
    The good and new comes from no quarter where it is looked for, and is always something different from what is expected.
  61. Re:Game developers shooting themselves in the foot by nick255 · · Score: 3, Funny

    If the game lasts forever then it will probably be sold on a subscription basis.

  62. Great.... by ScannerBoy · · Score: 1

    Now all those socially inept people can play the ultimate in SIMS game!

    Some day they could adapt this into a prison system. Each person is given their own "game" to play while bolted to a bed...wait didn't I see this in a movie once? Knock knock Neo.

    --
    --Should work--
  63. Infinite? by endoboy · · Score: 1

    Gosh--it already seemed like some of them lasted forever

  64. This is promising by tmortn · · Score: 1

    Well, for those of you wondering what good this is imagine this... Take halflife and instead of very well managed episodic sections of an essentially linear story and simply apply high level logic to the opposistion forces and then create a seamless gameworld without artificial choke points and closing rearward paths. AND THEN have the core sample melt down and you have to escape... but this time there are no endpoints and nothing keeping you from gathering groups of the surviving scientists and gaurds or going it on your own... and the Marines actually react intelligently. They were better than your average FPS fodder but they still didn't know when to retreat and re-group.

    I have long thought FPS games have missed a very useful technique in re-using scenes... however re-using them requires some sort of fluid decicsion making like this to keep a scene fresh. Take Metal Gear Solid and MGSII, both took place in limited scenes acording to FPS standards but that was rarely a problem and that game was largely scripted. Also they need to add soemthing more to gameplay than shoot anything that moves... we continually see this growing but it is by dribs and drabs instead of leaps and bounds. Perhaps that mess of a game called Tekwar scared everyone away from a non shooting based FPS. I mean can nobody envision a twitchy version of Elder Scrolls instead of turn based ?

    --
    I don't ask you to be me. I only ask you not expect me to be you.
  65. Dr. Young by Junta · · Score: 4, Interesting

    I had an AI class with him. In one of those classes, he demoed this stuff. It was using the Unreal Tournament engine. Two demos he gave. One, two characters were put in a maze, without scripted moves and only knowledge of their immediate surroundings, and the knowledge of where they want to be and how to open doors (seemed like they had to go press and hold triggers or something, it's been awhile. Wasn't too terribly exciting by itself. This is along the lines I think when I think about traditional AI research, but doesn't strike me as very useful to a game..

    The other was the user walked around an aquarium, and fish swam however they saw fit. The interesting part was the plaques that gave information about the animals. There was a database of factoids, and some rules about grammar and various languages, but no pre-written plaques. When viewed, the plaques contained a generated paragraph which presented some of the facts. The paragraph was always different every time you looked, and it could do it in several languages. This demonstrated how it could be used in an educational application, but also how it could be used to make NPC dialog more dynamic and realistic ('Times are Tough...').

    The ultimate goal was to have a few stated conditions, and maybe end conditions, and allow the gamer full control over the environment, and have the story adapt to the conditions the player causes, if the story as planned to that point becomes impossible due to a players actions (say player is on an island with only one boat around, and he is expected to go to another island, but destroys the boat instead), a new story is generated on the fly. The computer adlibs. Also, if the game absolutely, positively requires that the player go to another island, some mechanisms can be put in, such as if the boat is not there, helicopter or another boat comes in and the occupants conveniently walk away from it.

    He described the goal to be a fully interactive story, that is never the same twice through. A very interesting boon to RPGs as we know it. The aquarium demo at least showed promise for better NPC dialog. I don't know if they have anything to show the evolving story yet though...

    --
    XML is like violence. If it doesn't solve the problem, use more.
    1. Re:Dr. Young by Speare · · Score: 1

      I was also involved with a different project with some of the same goals. And in fact, we too chose the UT engine as a visualization. Alas, funding is hard for small inexperienced virtual companies.

      There are a lot of people who seem to get stuck with the explanation "it's different every time." Usually they respond, "how can you design, nevermind test and produce, a game where you can't even predict what the NPCs are going to do?"

      My response is, "there are GAMES, where there are clear objectives, and then there are TOYS, where the fun comes in experiencing and experimenting and inventing your own objectives in the moment." You can test the short list of features of a single Lego block, but you can't predict what people will do with a thousand of them.

      The Sims is not a game, but a toy. You decide what your objectives may be, and you may decide whether you push a waitress into stardom, or evolve a shack into a mansion, or systematically invite every neighbor over to be killed off in the murky blue swimming pool of doom. The software doesn't care: it keeps some metrics but no "score." There's no way to "win."

      Likewise, a MMSTT (massively multiplayer story-telling toy) engine shouldn't be about completing a story arc from genesis to apocalypse. It shouldn't try to assign tasks for players to perform, to help them advance to meet game-like objectives.

      Instead, a toy engine should supply the NPCs, settings, metaphysics, and plot points to orchestrate meetings and storytelling sessions between human players. Let the players tell the stories, and supply them what they need to do so. The big problem to date has been that if all of these elements are too canned or prescripted or static, then the players get bored too easily.

      An adaptive, evolving toy engine should (1) be hyper-extensible to allow new NPC archetypes, new storyline concepts, new world areas, and new playtime activities; and moreover, (2) observe player behavior with many invisible metrics, to assist the ongoing world design process.

      In some measure, MUDs are the text-only answer, but I know that a graphical world that exhibits all of these features is both possible and necessary if the mass Internet market is to re-discover the magic of storytelling.

      (Side rant: Starbucks studies their best customers and their worst customers. Verant studies their worst server-destabilizing cheaters but does not think about what they can do to appeal to wider audiences or avoid losing their best players. What's wrong with this picture?)

      I wish all the best of luck to anyone who pushes the state of the art in generating stories or even just fun toys that evolve. I know it's possible. I know it's an uphill battle. I know the rewards will be far more than the investment, both financially and culturally.

      --
      [ .sig file not found ]
  66. This won't fix bad games. by Aquitaine · · Score: 3, Insightful

    No AI is ever going to be a substitute for good game design and a good story. The article talks about rebuilding the game world if you kill some important ally or destroy an important object, but that's really only applicable for games like Unreal (that they showcase in the article). Unreal isn't a story; sure, it may have some story cobbled together, but Unreal and most games like it are only good for playing against other people and showcasing graphics cards. Something like Deus Ex is infinitely harder to design, because not only do you have to write a compelling story, but you also have to implement it.

    Games like the Quest for Glory series were built around the theory that the player will want to be able to do just about anything, to break just about anything, and to be just about anything. They did this very well. It's not about scripting or AI that can allow the player to do anything; it's about using the story and scripting to guide the player without making them feel like they're being guided. Deus Ex is a good example. There are levels that you have to finish, so it's static in that respect, but the manner in which you finish them is completely up to you, and so you feel like you are in control, even though you're doing exactly what the designers wanted you to for most of the game.

    People are easily wowed by the next generation of Unreal, and they certainly are quite impressive and expertly done. But they are also quite forgettable. When the last Quest for Glory game came out in '98, I'll bet you that most people pulled out the first four and re-did them (games from the 80's!) just so they could keep their character. Or if they didn't redo them, they had a dusty old floppy somewhere that had it.

    Even if we had an AI smart enough to behave like a human, we will never have an AI smart enough to be as creative as humans can.

    1. Re:This won't fix bad games. by m1chael · · Score: 0

      "Even if we had an AI smart enough to behave like a human, we will never have an AI smart enough to be as creative as humans can."

      are you sure, because if intelligence is intelligence and that intelligence is as intelligent as the intelligence then wouldnt that intelligence be able to match the creative potential of the intelliigence>

      --
      I know you are psychotic, but please make an effort.
    2. Re:This won't fix bad games. by Aquitaine · · Score: 1

      Not sure if your question is serious or not (I'm assuming not) but my answer is that intelligence and creativity are certainly not the same, and only somewhat linked.

      Mozart wasn't especially intelligent.

    3. Re:This won't fix bad games. by dscowboy · · Score: 1

      Come on man, use a little imagination. Take this for example: Online games like Everquest and Counter-Strike are popular because of the experience of interacting with other players. In essence, the players are creating an infinite amount of content for each other. Counter-Strike is like chess in that every game starts the same and there is no plot, but every game is distinctly different and interesting. Replace human players with convincing AI and voila, you have an egrossing single-player game of near infinite possibilities.

      >>Even if we had an AI smart enough to behave like a human, we will never have an AI smart enough to be as creative as humans can.

      And why is that? There are a lot of people who think otherwise. If an AI can 'behave' like a human, isn't creativity part of our behavior?

      Books and movies need a pre-written plot. Games do not, that's the difference. A person can have as much fun building a city or managing a galactic empire or playing a team sport/battle in a game as they can reading/interacting with a story someone else wrote. In the examples I just mentioned, the 'story' of the game is almost fully created by the players/AI. Like someone else mentioned, a basketball game does not have a pre-written plot, but there is still a story to it that is played out on the court, by the interaction of independent intelligences.

      I loved all the old adventure games too. But in the end, I have more fun for a longer period of time participating in a fully interactive experience than just completing the 'puzzles' in a plot somebody else wrote.

  67. He's Tron. by nounderscores · · Score: 3, Funny

    He plays for the users.

  68. They are using Unreal Tournament! by Jack+William+Bell · · Score: 1

    Cool! UT is just about the only online game I play, but I have been wanting more interaction of some kind rather than just doing the same old thing over and over. Since they have the Mimesis system working on UT Server I am not wondering how I can get hold of the code and fool with this myself.

    Note: I am currently working on a UT 2K3 Map, so this is of great interest to me...

    --
    - -
    Are you an SF Fan? Are you a Tru-Fan?
  69. Infinite Games! by Anonymous Coward · · Score: 1, Funny

    I have a hard enough time winning finite games.

  70. Re:Game developers shooting themselves in the foot by PhxBlue · · Score: 1

    Sorta. But at least the next time their mega-release fell three years behind schedule, we'd still be happy enough with the last game they sold that we wouldn't kvetch about it.

    --
    !#@%*)anks for hanging up the phone, dear.
  71. Re:Game developers shooting themselves in the foot by Overt+Coward · · Score: 1

    One word: "subscription"

  72. Re: Game... Ever Tried Sim Anything? by Hollinger · · Score: 2, Interesting

    The Sim series of games are inherently unending, yet they're thriving, and now have one of the most recognized brands in the US.

    What's kept the Sims series alive? Constant upgrades and updates.

  73. It sounds good, but... by Bohnanza · · Score: 1
    Somebody STILL has to write the story, no matter how many possible outcomes there are. If they are implying that the AI will actually WRITE THE STORY, and that it will make any sense at all, I'll believe it when I see it.

    And anyway, if one game is "infinite", it doesn't leave much room for selling sequels, does it?

    --

    -----

    Sorry, I'm only a 1336 h4x0r.

    1. Re:It sounds good, but... by Anonymous Coward · · Score: 0

      sure it does, graphics, sound, more content (more land to explore, cities, types of monsters)

    2. Re:It sounds good, but... by timstro · · Score: 1

      When I was nine or ten we played a version of Gamma World (a post-apocalyptic D&D variant) without paper, stats, rulebooks, dice, etc. Just me and my friend talking, player and GM. Whatever wacky action I came up with, the GM would have an answer for it and the story would go from there. Because he hadn't spent days planning "dungeons", drawing maps, creating NPCs, etc. there was no need to keep the player on-topic. The GM simply improvised everything. If a game is going to allow a player a much larger set of options than currently available in single-player games, you're going to need an AI that can write scenarios from scratch. The player needs to get off the island but he's destroyed the boat? Okay, so now it's a game about being on the island. AI is nowhere near that kind of creativity. Asking a computer to have a logical and entertaining response to anything is like asking it to pass a turing test. You might as well ask an AI to write the next Harry Potter book.

  74. Shoot. by grub · · Score: 3, Funny


    ..how US scientists are working on improving AI - with potential benefits for coming games.

    Ah crap. Does this mean the next version of Neverwinter Nights won't let me hide behind a rock formation and waste that dragon with my arrows? The bloody thing will actually find a way around? Damn scientists..

    --
    Trolling is a art,
  75. Answering my own questions by Jack+William+Bell · · Score: 1

    The UMod they are using is here. There are installation instructions and more info here. The FAQ is here.

    Still looking for the actual Mimesis codebase (the UMod communicates with Mimesis via XML, it doesn't actually implement it).

    --
    - -
    Are you an SF Fan? Are you a Tru-Fan?
    1. Re:Answering my own questions by Anonymous Coward · · Score: 0

      It's probably written in Lisp. You know those AI guys.

    2. Re:Answering my own questions by PHoRD42 · · Score: 1

      It is. I was [sorta] one of those AI guys.

  76. Construction kit... by TheOrquithVagrant · · Score: 1

    Ummm... I haven't played NWN, but claiming Morrowind isn't user-extensible just sounds VERY odd to me, given the nice construction kit that comes with the game when you buy it. There are some astonishingly high quality user-made extensions and modifications to Morrowind out there already.
    The one thing that I find lacking in Morrowind mod-making is the scripting language, both in flexibility/power, and in documentation.

  77. But is Infinite Good? by wls · · Score: 1

    Part of scripting holds the player in check, letting them know when they are just going down the wrong path. Some players are harmful to themselves; others are out to do the most damage.

    It's useful to know where the action is. For example, what if I left the well house and didn't follow the spring but was permitted to wander far from the mouth of the Colossal Cave? Even with clues, I spent far more time in Flood Control Dam #3 than I intended. And Dork Towers has a wonderful cartoon of a Hobbit adventure going wrong, as the first words out of the players' mouths are "Kill Gandalf!"

    I contend that part of an adventure is the story line, and that games aren't all SimKILL. While engines can deal with contingencies, I doubt they will ever be able to weave an interesting tale after too much deviation.

    Naturally, the solution is to prevent the character from accomplishing that which they desire... but that's putting some constraints on what I'd call infinite.

  78. FOOLS! Don't you see? There is only Zardov! by teamhasnoi · · Score: 1

    WE are the AI! We are an alien experiment in AI, run by a giant computer at the center of the earth!
    or...
    The Government is using us as a Beowulf cluster of human minds - every time you run America's Army, Unreal 2003, or Warcraft 3, the computer you played on is tapped for your reactions and stragegies. We are training the Goverment's giant computer at the center of the earth!
    or...
    Our computer 'network' known as 'the online' has reached self-awareness, albeit at a low level. Your experiences online are actually the thoughts of what will become a giant computer at the center of the earth!
    or...
    Suspected for some time, but only now coming to light, it is discovered by a giant computer at the center of the earth that it is actually a simulation by the *real* giant computer at the center of the earth! This totally trips it out...at the center of the earth!
    or...
    there is actually a giant earth at the center of the computer!
    or...
    a giant computer at the center of the earth!
    or...
    a giant computer at the center of the earth!
    or...

    or...

    1. Re:FOOLS! Don't you see? There is only Zardov! by m1chael · · Score: 0

      we could be in a computer simulation within a computer simulation within a computer simulation... and what we call god has root access.

      --
      I know you are psychotic, but please make an effort.
  79. When you buy Unreal engine, don't you get updates? by yerricde · · Score: 1

    Although they'd use the current build (2110) if they were real men (and had some additional cash to spend).

    I thought that when a company licensed the Unreal engine from Epic, it got future builds as well, and that this was one of the biggest things differentiating the Unreal licensing scheme from the Quake licensing scheme.

    --
    Will I retire or break 10K?
  80. Be more specific by Anonymous Coward · · Score: 0

    I have been playing Elder Scrolls III: Morrowind since December 31, 2002

    What time?

    1. Re:Be more specific by pvera · · Score: 1

      I should have added that it was 4-6 hours a night on work days, over 8 hours on a weekend. No matter how good the game was I have never played a game like this for so long without getting bored.

      --
      Pedro
      ----
      The Insomniac Coder
  81. Why? by ciupman · · Score: 1

    Are't games ment to end sometime? Why do they have to be infinite .. those would stop being games, and somewhat a kind of routines .. When we start a game, our main objective is to achive that final goal, so we can fill our brains with satisfaction (Dopamine), so there must be an end .. It's like sex ... there's an objective in the end .. and you try hard to achieve that objective .. and like in games the harder it gets to be in it .. the more pleasure one takes from it in the end (well, if it's gets that hard we might aswell choose another "easier" game). Now imagine infinite sex .. that wouldn't make any sense (even tantric sex ends at some point, it only takes a bit longer)

    --
    I fuse with Mercer every single day...
    1. Re:Why? by m1chael · · Score: 0

      the game ends when you die. but it could still be objective based, just once you finish your overall goal you can chose to play the game again but this time it has morphed into a new beast entirely...

      --
      I know you are psychotic, but please make an effort.
  82. Competition? by noelp · · Score: 1

    If there comes a point whereby the gaming environment is created for and moulded around a player's actions, and with only an abstract definition of what it takes to 'finish' that game - is there a chance that the competition between friends will be lost? I don't play that many games anymore, but I distinctly remember the competition between friends as to who would finish or figure out a certain game first. If the game is different for each player then this may well be lost...as well as people implying that the version they finished was 'much harder' than another. Don't get me wrong, this technology looks fantastic...I am just wondering, is all...or has the gaming world moved past that competitive phase?

    --
    'Internet! Is that thing still around?' - Homer Simpson
  83. chess by EEgopher · · Score: 1

    I agree, that nothing beats the (good) book in terms of imaginative power and more importantly the human feelings illicited by words and text that actors -- life and computer game -- cannot emulate.
    But the idea of going Gollum on your fellow hero counterpart and running your blade through his chest whilst he takes a spot of tea is enticing! What a game that would be, and it here begins to resemble war-simulation games, in that you the Captain may decide to scuttle your best warship, for no reason, may decide to let a base fall to fortify another, etc, and the game-enemy responds most logically (i.e. it will not attack a base you have unexpectedly forfeited; it will move on in its next move per your destruction).
    The challenge, I suppose, is the very concept of a "character". You can win World War II without the CV Hornet, but Roland, heir to King James, is the ONLY one who can smite the Black Dragon, when magic relics, bloodlines, Shakespearean plots are involved. That's the difference, I suppose; war simulations have no characters, and if they do, those men are disposable, per the nature of war.
    Even the simple act of instant character-replacement (substituting a generic essential-guy to the protagonist you just skewered) would be a refreshing way to play. Don't like the hairstyle of essential-character Sid? Shoot him in the face and In Walks essential-replacement Goldar! It would be fun, even if not extremely deep.

    --
    hi, I like pancakes -.-- -.-- --..
  84. What about Neural Nets? by Dagowolf · · Score: 1

    I remember when Neural Networks were big, what prevented them from entering the gaming world in force? They were purported to be able to evolve depending on the data that they recieved and were capable of learning new things. Would that kind of AI be what game developers (and gamers) would really want?

    1. Re:What about Neural Nets? by m1chael · · Score: 0

      bigger harddrives?

      the smarter the ai becomes the more data needs to be stored of its experiences (or maybe im wrong). who knows how the brain works...

      --
      I know you are psychotic, but please make an effort.
  85. For the Karma and scripting engines by UberLord · · Score: 1

    UT features one of the best scripting engines for games. UT2003 takes this and improves on it a fair bit. UT2003 also features the Karma physics engine, allowing for very life-like "Rag doll" effects.

    I'd say that UT2003 is the most advanced gaming platform available today and will probably remain this way for some time - or at least until DOOM3 comes out.

    BTW, if you were going to license a game engine for an AI project, which one would you choose and why?

  86. Re:this is great -- is it? by stm555 · · Score: 2, Insightful

    How can you seriously complain about that?
    "I've got stacks of games collecting dust.." .. I've got stacks of books collecting dust, but I don't consider that a flaw in the books themselves.

    Games are just like any other narrative product, like movies or books, you can't just constantly use them and expect to stay entertained. They do, however, lend themselves to re-use, like movies or books, after you've given them time to slip from your mind.

    I, for one, am kind of hesitant to say that this kind of automatic storytelling would be a good thing. The really good games, like really good stories, have very enveloping plots. I don't see how an 'automatic' story generator can consistently create an entertaining story line. It might be ok for individualized scenes, but the difficulty in tying all that together into an enjoyable plot seems astronomically difficult.

    I think the only infinite game is life.

  87. Slashdot is aiming way too low by RobotWisdom · · Score: 5, Insightful
    This article is a thumbsucker for technical illiterates, and an insult to Slashdot's readership. It gives zero insight into game design that hasn't been an industry cliche since the glory days of Infocom (20 years ago). Self-promoters make these boasts on a weekly basis, so Slashdot editors should know enough to refuse to link stories unless they include usable new content.

    The problem that 'Liquid Narrative' is addressing goes back at least to George Polti's "36 Dramatic Situations" in the year 1900. My AI faq gives infinitely more perspective than this BBC pap, on the important questions. (It's getting a little stale, but I'm currently revising the timeline with lots of rich resources.)

    1. Re:Slashdot is aiming way too low by Minna+Kirai · · Score: 1

      It's polite to wrap posts like that with a shameless plug tag. Also it helps to at least paste in a few lines from your site which are particularly relevant. Otherwise, your few visitors will immediately flee when they see a bunch of links to LISP, Mania, and Cyc, with no apparent attachment to video games.

      and an insult to Slashdot's readership

      You must read at +5 or something. That's a drastic overestimation.

      infinitely more perspective

      We're not looking for "perspective", background, or topics of academic interest. People are intersested in results. (Those few who enjoy abstract theory already know where to find it, and need neither the BBC nor Slashdot to remind them)

      Plenty has been written about these topics, but AI-directed narratives have never had a successful practical application yet. You might say that it's only a matter of computational power or incremental work before we achieve a "CPU gamemaster", but until then, every concrete step along the way will be interesting.

    2. Re:Slashdot is aiming way too low by PHoRD42 · · Score: 1

      This article is a thumbsucker for technical illiterates, and an insult to Slashdot's readership.

      Just because an article isn't techie-savvy doesn't mean the content is unworthy of consideration. The project is in fact an interesting and novel one, and the article at least brings the efforts of a relatively obscure project to the public.

      My AI faq [robotwisdom.com] gives infinitely more perspective than this [short, introductory, made-for-the-masses] BBC pap, on the important questions.

      I looked at your page and found four things:
      1) Vast quantities of ego masturbation
      2) Same stuff I can find in any AI book worth a damn
      3) Same stuff I can find in 20 minutes on Google
      4) Even vaster quantities of ego masturbation

      Pardon me if I'm unimpressed.

    3. Re:Slashdot is aiming way too low by RobotWisdom · · Score: 1
      It's polite to wrap posts like that with a shameless plug tag.

      As my subjectline indicated, the first paragraph was my message. But it would have been irresponsible of me to claim the BBC article was content-free without offering something for contrast, and (despite what another Slashdot followup suggests) my FAQ is the only site I know that treats these topics for a popular audience.

      Also it helps to at least paste in a few lines from your site which are particularly relevant. Otherwise, your few visitors will immediately flee when they see a bunch of links to LISP, Mania, and Cyc, with no apparent attachment to video games.

      It's an AI faq. If you read thru the brief summaries, you should be able to skip to the parts that interest you most.

      "an insult to Slashdot's readership" You must read at +5 or something. That's a drastic overestimation.

      Slashdot posters run the gamut, but the average is much more tech-literate than for the BBC site.

      We're not looking for "perspective", background, or topics of academic interest. People are interested in results.

      1) You don't speak for anyone but yourself. 2) The BBC article doesn't cite any credible results-- academic AI has a long history of hollow demos. 3) Perspective is exactly what Slashdot readers lack.

      Those few who enjoy abstract theory already know where to find it

      This is highly illogical. Most Slashdot readers enjoy some level of abstract theory, but almost none know where to find presentations about story-AI at an introductory level.

      until then, every concrete step along the way will be interesting

      You say that as if the BBC article offered one, but at best it offered a link to some PDFs that claim to be one.

    4. Re:Slashdot is aiming way too low by Minna+Kirai · · Score: 1

      but almost none know where to find presentations about story-AI at an introductory level.

      You're too modest. Robotwisdom.com is such a seminal webpage for the blogging pheonmenon that everyone must've visited it by now! (and then they've all left, because everyone prefers GIF pictures of text to the HTML text itself)

      You say that as if the BBC article offered one, but at best it offered a link to some PDFs that claim to be one.

      I'll give you that aside from links, the BBC provides about 75 words of interesting content. But since AI-guided games haven't been released yet, text of research papers is the best anybody can offer. A new bundle of papers is provided by the Mimesis / Liquid Narrative crew, and they're not linked from your website yet, so we're getting some new service from this article.

      If you feel the NCSC publications are wrong or redundant, it would be interesting to see some examples of why. Lacking such specific connections to the article, there's no real point to proposing your page as alternative reading.

      (It's not a bad page, but Aug99 is getting stale in terms of staying abreast of alleged recent developments)

    5. Re:Slashdot is aiming way too low by RobotWisdom · · Score: 1
      A new bundle of papers is provided by the Mimesis / Liquid Narrative crew, and they're not linked from your website yet

      As I said, my freshest AI-page is the timeline, which does include links to the PDFs.

      I only skimmed one pdf, because the format is awkward, but the basic idea seems just like my confabulating arranger proposal.

  88. If The AI Is Robust Enough by Dr.+Wu · · Score: 1

    As some have already pointed out, one of the issues would be in maintaining some semblence of story or plot throughout the experience, even though there wouldn't be a hard-coded 'storyline' to work through.

    A group of us in college tossed around this idea a while back, considering what it would take to create a CRPG based in the 'Ringworld' or 'Metamorphis Alpha' setting (ie: gameplay space which could almost be termed infinity).

    In the end, it all came down to three issues.

    1) Storage: When dealing with a game which would essentially have a non-finite playtime, variety is going to be the spice of life. However, even the largest gameplay arenas feel small over time (I know Ultima like the back of my hand). In order to create a world or environment of this scale, you are going to need to seed randomly-created towns, landscape, characters, and quests over a large area. That's going to take massive amounts of storage space.

    2) Things To Do: It's going to be hard to continually generate new stories or things for the players to do. If you're running this as a MMORPG, then you could have an infrastructure to seed new stories or quests (but back then we were dealing with single-player issues). You also want to get away from the Fedex Quest storylines of most RPG's (Elder Scrolls)

    3) AI: This was the main issue. To keep it interesting, you have to have good AI. If you have a good enough AI, and can seed goals, then the NPC characters could actually generate interesting stories/quests. In fact, we developed a good model of a fame system that would work with both the NPC and PC's, where their actions would influence choices made by other characters.

    Nearly 10 years ago, this was all out of reach. However, today it appears that it could soon be a reality. Now if we can just get an Ultima Underworld/System Shock game with full-immersion capabilities, I'll be ready to quit my job and become a game potato.

    Dr. Wu

  89. Infinite Games? by giantsfan89 · · Score: 1

    Infinite Games?

    What kind of business model is that? I mean, people buy games and then the wouldn't buy it after that. The only way it could survive is if it was a 'software-as-a-service' model, where you'd pay $5 or $10 a month to participate in the game.

    --
    Don't ping my cheese with your bandwidth!
  90. Cheating is the solution. by more · · Score: 1
    You may run a simplified simulation of a simple insect (not including the vision system, though). A plot based on neural models may be a little thin.

    The current best practise in computer game AI is cheating. Proper cheating keeps the game interesting until the end. Cheating will be the most important method for plot guidance and AI behavior even 30 years from now; it is computationally cheap, (almost) unnoticeable when done right, suits players with different skill levels, and keeps the game interesting to the very end.

    --

    -- Imperial units must die --

  91. Elite 4 anyone? by vano2001 · · Score: 2, Interesting

    Now if David Braben and his company would get this new concept of AI into their forthcoming (if ever coming) Elite 4 and add in concepts from Morrowind 2 and fractal generated planetscapes with fractal generated cities and civilisations (You will be able to land on planets and do stuff in Elite 4)... that would be The Infinite Game

  92. will... by m1chael · · Score: 0

    they be able to make good hollywood movies?

    --
    I know you are psychotic, but please make an effort.
  93. Deep, non-linear, ever-evolving game worlds? by Anonymous Coward · · Score: 0

    They've been around for years - they're called muds!

    *mumblemumble Ancient Anguish mumble*

  94. Does that mean... by Anonymous Coward · · Score: 0

    [Alien Monster]: I will kill you
    [Me]: Wait! Let's talk about it. My name is bob.
    [Alien Monster]: Hello. I'm zorgon. Alien monster.
    [Me]: Hello zorgon. Do you really have AI?
    [Zorgon]: Yes. I have Artificial interlligence. Try me.
    [Me]: Ok, here is my homework... Can you solve this?
    [Zorgon]: Sure. Let me think about it.
    *about a nano-second later*
    [Zorgon]: This is the solution to your homework.
    [Me]: Thank you! Now I can spend the rest of the afteroon playing games.
    BLAST!

  95. Has to be said... by spot35 · · Score: 1
    From the article
    "One of the first was a recreation of a mead hall from the story of Beowulf."
    So imagine a beo... Oh nevermind.
  96. but no story to get there, either by EEgopher · · Score: 1

    yeah Tetris, basketball, and kind of like Chess.

    Right down to the nitty-gritty. Battle.

    Once upon a time, the armies met. Let's roll!

    --
    hi, I like pancakes -.-- -.-- --..
  97. ender's game by PissedOffGuy · · Score: 1

    had a computer game like this. i definitely would play it if it existed.

  98. Couldn't agree more by Anonymous Coward · · Score: 0

    And in addition to superb stories and character development, I love the simplicity of overhead 2d, fast load times, colorful drawings. Long live FF3/6j. Tied with Star Control 2 for best game ever (and I've played a lot). Square games have become crap for the masses. I'm going to go play some more 'Working Design' games (lunar 2, arc the lad).

  99. Re: Game... Ever Tried Sim Anything? by (trb001) · · Score: 0, Troll

    Er, possibly, but I'd argue it's the fact that Sims opened up a previously untapped group of people to play...females. Check out Sims Online, over half the people on there are girls between 13-17. They never had a game that was a) fun, b) their type of game, c) didn't make them feel like a geek playing it (very important to girls, sadly enough).

    My girlfriend (she's 20) and I nearly broke up over this game because I wasn't letting her play enough.

    --trb

  100. Is that what you *really* want, though? by Rinikusu · · Score: 3, Interesting

    I dunno about you, but I get a sense of satisfaction when I finally BEAT a game. You know, complete all the missions, quests, whatever, resolve the story. I want there to be an end boss. I want to kill that boss, save the princess, save the world, whatever. I want to soak up the story that went along with it and remember it fondly, like a good movie. And then I want to get another game and experience the same. For me, gaming is like playing a good novel. Just because it's "open ended" doesn't mean it'll be good. Part of the fun (and frustration) in many games is the limitations and learning to work around them.

    --
    If you were me, you'd be good lookin'. - six string samurai
    1. Re:Is that what you *really* want, though? by SScorpio · · Score: 2, Informative
      I agree with you. I prefer games that have a good story.

      However, it is possible to have a good story and have some openendness to it. Games like Morrowind and Daggerfall both have a main storyline; however, you can go off in the world and do whatever you want without following the story.

      Other games such as Shenmue are not as free, but they still offer a large amount of things you can do. Shenmue is also interesting in that the environment changed around you. It starts off in December and people wear coats and such, but time can pass to it becoming spring and people wear light cloths, tree blossom, etc. There are also many different scenarios you can partake in to accomplish a goal such as going into a bar and fighting a group of people or going into a pool hall and challenge people to a game and get the needed information either way.

      The best use of AI in a game that I have seen so far would have to be Seaman for the Sega Dreamcast. It wasn't so much a game as a really cool way to show off AI. In the game you raise a fish/man that grow and eventually will have actual converstations with you. It'd be really interesting to see this work in a game using multiple NPCs.

    2. Re:Is that what you *really* want, though? by Rinikusu · · Score: 1

      Well, to further your examples, you could say that modern RPG's have maybe not the degree of "open-ness".. Let's just call it "non-linear" with side-activities.

      Take Tales of Destiny by Namco for the PSX (originally developed for SFAM). You could just do the game and be satisfied, but you'd miss out on tons of side games/quests like the Tower of Druaga clone, etc. Final Fantasy VII has the Weapons to go find and beat, not to mention the whole Knights of the Round quest. Not necessary to the game, but there nonetheless. In Everquest, you could certainly just play the same level treadmill everyone else seems to play. I'm actually working a few quests (not to get the item, but to see what happens!). I suppose different strokes for different folks. I'm sure that I'd love Morrowind if I played it (but I think in the end I'd rather have Neverwinter Nights..)

      --
      If you were me, you'd be good lookin'. - six string samurai
  101. A Young Lady's Illustrated Primer by chiph · · Score: 1

    Sure, you can use this technology for a FPS or RPG game, but a more interesting use would be for self-guided instructional material.

    Neal Stephenson showed the way in his Snowcrash -- just imagine an interactive zoology lab, where you could ask a spider to find out why he finds flies so tasty, or talk to a zebra about what his stripes are for.

    Or you could have an interactive music partner that allowed you to practice duets, or maybe a virtual ZZ Top to jam with (subject to RIAA synthTexan® licensing requirements).

    Chip H.

  102. Poseur translation by CommieLib · · Score: 1

    Home ludens- should be homo ludens, translates as "playing human."

    telos - Greek, as in teleology, "the end".

    --
    If your bitterest enemies are people who hack the heads off civilians, then I would say you're doing something right.
  103. And the first title will be.... by Alan · · Score: 1

    "A young ladies illustrated primer"

    1. Re:And the first title will be.... by jtdubs · · Score: 1

      I loved that book. In fact, I loved all of Neal Stephenson's books.

      To anyone out there who has read Snow Crash and The Diamond Age and enjoyed them (how could it be any other way?):

      You NEED to read Cryptonomicon.

      My god, it was fabulous. A much more complex narrative than any of his previous books. As soon as I finish my current novel, I'll be re-reading Cryptonomicon.

      Justin Dubs

    2. Re:And the first title will be.... by Alan · · Score: 1

      Yea, cryptonomicon rocked.... I was absolutely enthralled when he was in prision. Gads, what a great book. Huge, but great.

    3. Re:And the first title will be.... by mzo23 · · Score: 1

      *sobs in the corner quietly waiting for quiksilver*

      --
      I don't have a sig, can I borrow yours?
  104. Why FF went bad. by LionKimbro · · Score: 1

    Secret of Mana is... absolutely amazing; It continues to haunt me to this day.

    FF *did* go bad post-VI.

    I often wonder: How? Maybe the games lost thematic unity: They just became looong sequences of events and side story lines without real connection.

    Another idea is that they stopped making Japanese games as they realized that people in the USA liked their games, and wanted to broaden western appeal. Bye-bye romantic Japan and Shinto, hello dark Blade-Runner Western appeal.

    1. Re:Why FF went bad. by Longinus · · Score: 1
      Another idea is that they stopped making Japanese games as they realized that people in the USA liked their games, and wanted to broaden western appeal. Bye-bye romantic Japan and Shinto, hello dark Blade-Runner Western appeal.

      Eh, that's questionable. Japanese art has plenty over Blade Runner-esque overtones, especially in anime. Personally I blame the demand for 3D graphics and CGI cutscenes. Both of which don't inherently take away from story and gameplay, but because they cost so much and require so much effort, the essential things suffer. We start to see this decay with FFVII, and it progresses further in the FF series, and games at large, in the following years. Gradually "gamers" only want 3D games and FMV cutscenes and in order to turn a profit (or rather, make more profit) publishers churn such games out in spades, and the downward spiral continues.

  105. Does this sound like a load of ^%& to anyone e by froth · · Score: 1

    It seems to me that a lot of people have this same idea for games every couple of weeks on gamedev forums. They seem to think that being able to do whatever you want and have the story change dynamically would be fun and of course easy to code. I don't get it. What's fun about that in a single player setting? There's no doubt in my mine that this would be fun, but only until you get tired of running into traffic and blowing everything up in sight. So in other words, about 5 minutes. Computers have trouble carrying on realistic conversations, how exactly is a computer going to create a realistic world which would include many many conversations? Any hardcore gamer will tell you, Multiplayer is the best way to play any game. I think that the human element is what adds to that enjoyment. We do all sorts of weird, quirky, and stupid things. Most of which is usually pretty random. Not to mention entertaining. Computers are going to have a tough time emulating that because they are not very good at being original or random.

    --
    "I murder kittens, robot. Whats it to 'ya?" - Badguy
  106. AI games by johnwbyrd · · Score: 1

    The quoted article was pretty left-field and ignores a body of relevant, practical work on game AI. A highly theoretical discussion of how a game might be improved given some Prolog-like goal direction techniques. Many of these problems have already been solved. Many of them cannot be solved.

    Not recommended for professional game development.

  107. Re:good stroy lines... where are you!? by Psmylie · · Score: 1

    The whole FF series (and other games as well) have gotten much better looking, and much worse playing over the years

    Sorry, I have to disagree. When I hear people complain about how new games (like FFX) are so much worse then old games (Like FF6) I wonder what points they are comparing on. I've played both thoroughly, and both have excellent storylines and character development.

    In my opinion, the overall plotlines intoday's RPGs have the same general quality as the plotlines of older RPGs. Some are good, some are bad. That will never change.

    As for everything else, added graphics capability can give characters a wider range of motion, and therefore they can display more emotion without speaking. Also, the addition of voice acting and facial expression, along with more actual dialog (written and spoken) gives me a greater sense of each character.

    Higher storage allows for greater narrative license in the unfolding of the story itself, whereas older RPG's had to skip over many of the backgrounds and details of the people and towns.

    In my opinion, today's games tend to have better character development, very good storylines, more intriguing sub-plots, and an overall look-and-feel that is at least as good as the old-school games.

    --

    psmylie's dictionary: Godzillion (noun) Any number large enough to destroy Tokyo

  108. Mixing it up by phorm · · Score: 1

    A few questions about this that may be of concern: The system may be able to generate randomized quests, etc. How will we be sure that it doesn't make the questions frustratingly difficulty semi-unplayable.
    The idea of destroying an artifact or killing an ally would be cool... make a major change and the game outcome/storyline changes - but what if such action gets you completely stuck after playing for another 2-3 hours... not good. They'll have to build in some sort of special logic to check for playability.

    Another thing, a lot of people are saying that this would put RPG companies out of money, as nobody would buy new RPGs. Wrongo! If it were handled as a subscription-based online application, much like Evercrack, not only would they soon create an army of helplessly addicted zombies.... but they'd be rolling in the cash

    I'm not sure how good this development is though. A lot of the nicety of RPG's is the well-thought premade storyline, making them much like a good book. If this system makes the storyline more flexible, e.g. providing several routes through to various fixed outcomes, them it could be very cool. If it starts making large parts of the game up by itself... things could be very odd, at least for the first while.

    * Look girl
    *- The girl is holding a small dog
    * Look dress
    *- You are eaten by the small dog

    1. Re:Mixing it up by AForwardMotion · · Score: 1, Informative

      They addressed this in the documentation. *from http://mimesis.csc.ncsu.edu/archoverview.html * The second complication dealt with by the MUTS during plan execution arises when the user performs actions within the story world that interfere with the structure of the story plan. Because each action that the user performs might potentially change the world state in a manner that would invalidate some as-yet-unexecuted portion of the narrative plan, the MUTS passes all action commands issued by the user to the Mediator prior to executing the corresponding action's code in the game engine. The Mediator monitors the user's action commands and signals an exception whenever the user attempts to perform an action that would change the world in a way that conflicts with the causal constraints of the story plan.

  109. Actual dialogue by EEgopher · · Score: 1

    The scene opens in a criminally filthy college apartment not far from campus. Six guys sit watching a CSCI major walk through FF-Ten with the strategy guide open in his lap. One of the geeks present has a girlfriend; she enters, pausing a moment to watch the screen, before silently moving on, out of the room, without a word: without even a change in her countenance.
    Her boo decides to speak up.

    "Where you goin?"

    "I don't know why you guys are so interested in these games."

    "You should try watching one. It's really interesting. It's like reading a book."

    "Yeah, with your FINGERS!"

    (clip-clop clip-clop, the lady leaves; few notice. The game goes on and on.)

    --
    hi, I like pancakes -.-- -.-- --..
  110. freedom in gaming? why not RL? by elwormogrande · · Score: 1

    'finally gives us, the gamers, full freedom to do whatever we want to do.'

    i already have something like that, though i have to walk out my front door to get to it.

    seriously though, the fun in games isn't always in the AI quality. especially where they try hewing to established narrative formats with scripted beginnings, middles, and endings (a la the better Lucasarts games), enjoyment isn't based on finding something totally new and sui generis in the universe. just something new to you.

    1. Re:freedom in gaming? why not RL? by mzo23 · · Score: 1

      Problem being we are afraid of the power/reset button in RL as we know not what it does... Plus you can't enjoy RL in easy managable chunks. Although tell that to MMORPG addicts...

      --
      I don't have a sig, can I borrow yours?
  111. Re:When you buy Unreal engine, don't you get updat by Da+Fokka · · Score: 1

    I thought that when a company licensed the Unreal engine from Epic, it got future builds as well, and that this was one of the biggest things differentiating the Unreal licensing scheme from the Quake licensing scheme.

    In fact that's true. But I'm not sure whether these guys are actual liscensees or if they just used the retail version of the game, in which case their system basically would be a Total Conversion.

  112. Re:This is the difference 'twixt Japanese and US R by truenoir · · Score: 1

    Interactive stories with random battles every 5 steps...(for many games anyway). If they're not random, you need to fight anyway so you can level. Not that I don't play them or enjoy them, but I find that the traditional PC adventure game is a better way to play a story (and tend to take less time too). I agree with you though. Actually, I think the Japanese developers would still choose to do things the same, even if the other technologies existed. The fans of these style games rely on that scripted story to enjoy the game. Give them something like, say, Morrowind (which is very open) and they have no idea what to do. I have friends and roommates who spend 200+ hours on Final Fantasy type games to get every last item. They like that challenge (apparently). With an open game, you just won't have that ability, and so you won't have something that some players actually want in the game.

  113. Game Developers are not Writers... by XnetZERO · · Score: 2, Insightful

    Ever see a position open at a gaming company for a writer? No, because they don't exist. Game Developers need to realize that writing both narrative and non-narrative storylines is a specialists position.

    Hire writers and the games will become much more compelling.

    1. Re:Game Developers are not Writers... by mabinogi · · Score: 1

      Yes, I have...
      I don't think programmers haven't been writing stories for years....probably since they stopped doing the art too...

      --
      Advanced users are users too!
  114. Ender's Game by Pupp3tM · · Score: 2, Interesting

    I'm surprised nobody's compared this to good old Orson Scott Card. A game that makes itself up as you keep playing? Next thing you know, we'll have AI constructs self-perpetuating themselves over interplanetary networks...

    --
    "Time is an illusion.
    Lunchtime doubly so."
    -Douglas Adams

    David Borowitz
  115. Didn't NOLF2 implement something like this already by sielwolf · · Score: 1

    If I remember correctly the AI in No One Lives Forever 2 is like this, on an in-mission level anyway. Sure, the overarcing plot is scripted but in the missions it is a different story. The badguys' AI aren't script based, instead behavior based.

    It actually reminds me a lot of Flocking Behaviors and Boids except that the number of behaviors is increased (as the badguys, smoke, sleep, wander around, get coffee, get curious, search hiding places, etc) and the size of the flock is reduced (most badguys are solo but have intercommunication behaviors).

    In the end: more autonomous AI therefore more variations to play.

    --
    What is music when you despise all sound?
  116. Here is a link to elite.. by Ramion · · Score: 1

    Which I believe he is talking about. Awsome game..
    (well I liked Frontier elite better..but oh well)
    http://www.frontier.co.uk/games/elite/index.html

    Made by:
    http://www.frontier.co.uk/

  117. Re:Game developers shooting themselves in the foot by rpillala · · Score: 1

    I didn't think of this until I read the other comment (about the game being sold on a subscription basis) but I see two possibilities:

    • Massive online games. I've never played one, but from what I've read, some of the areas and things get boring and repetitive.
    • Use this system as a bridge between required and static levels. That is, include some on-the-fly missions and some required ones.

    I also think that many games need an ending or two that was scripted by the developers. Prerendered cutscenes wouldn't make much sense, but then there are certainly many games now that employ the game engine to do cutscenes anyway.

    Ravi

    --
    When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
  118. Re:Game developers shooting themselves in the foot by frankthechicken · · Score: 1

    Sounds like life, I haven't bought another one yet. Actually can't afford to, but thats beside the point.

  119. Who needs it!! by s88 · · Score: 1

    I am quite happy with:

    Thank You Mario...
    But our princess is in another castle.

    Scott

  120. Deus Ex by BSDevil · · Score: 1

    DX was one of the greatest games I've played in a long time. Like Aquitane said, you just had to finish the level - how yo did so was up to you. My only disapointment, for those of you who played and will understand the reference, was the scene where you were ordered to kill your brother (or was it the terrorist financier?), and if you didn't, then the NPC would. That moment should have forked the game in two: you kill tr brother and you finish the game working for UNITA, eliminating the rest of the rebels, or you waste teh NPC and become a full-on rebel. Then add a few oppertunities to cross back later, and you've got a wicked game. That's the kinda thing this AI should be used for.

    --
    Cue The Sun...
    1. Re:Deus Ex by Aquitaine · · Score: 1

      I remember thinking this as well.

      The last time I went through the game, though, I kept him alive, and I think he shows up later. He doesn't do or say much of anything, but he stays alive (I think?) for the whole game.

      IIRC, the scene where I had thought he died no matter what was when he's in the hotel room and injured and the UNATCO goons bust into the hotel. Usually he charges them head on and gets killed, but if you are reckless/careful enough to take them out yourself before he can get killed, I think he lives. could be mistaken though, it's been a while.

    2. Re:Deus Ex by groke · · Score: 1

      As I recall... he dies if you go out through the window. Otherwise he lives. Although I may be off in as that you need to "die" before he does... but since you don't really die, it's not that big a sacrifice :)

    3. Re:Deus Ex by Minna+Kirai · · Score: 1

      spoilers coming!! ... ... ...


      The guy you were ordered to kill was a rebel financier (some Russian, you find him on an airplane).

      There IS a fork there, albeit a minor one. You can kill him, or if you don't an NPC tries to. You can let this happen, or you can stop her. (Which results in you two fighting to the death). After she's dead, you explain to UNATCO that she was shot by terrorists, and you continue in your job there.

      (If you didn't kill her, then she attacks you 2 missions later regardless).

      Because it all happens so fast, most players don't realize they had any choice in the matter. Also, there's a 3rd option the game didn't plan for: you have a full range of non-lethal weaponry, and can easily capture the guy and drag him back to HQ. The NPCs have no awareness that you've done this, though, and will assume he's dead.

      OTOH, there is a scene later on, where you're ordered to "arrest" your brother. But you absolutely cannot obey that order- he's invulnerable to your attacks. You can choose to help him escape (difficult, but possible), or you can allow the other cops to kill him. But you simply cannot take him down yourself. This is the single biggest potential fork-point in the game, and they missed it.

    4. Re:Deus Ex by Indras · · Score: 1

      "There IS a fork there, albeit a minor one. You can kill him, or if you don't an NPC tries to. You can let this happen, or you can stop her. (Which results in you two fighting to the death). After she's dead, you explain to UNATCO that she was shot by terrorists, and you continue in your job there.

      (If you didn't kill her, then she attacks you 2 missions later regardless).

      Because it all happens so fast, most players don't realize they had any choice in the matter."

      I caught it. When I attacked her, though, she killed me. So, I reloaded from an earlier save, and on my way to the russian, before I talked to him, I stuck three LAMs to the wall on the way in, and talked with him. A short while later, I heard a big explosion, and walked into the hallway, and found pieces of her on the ground, and somme ammo, too, I think. Anyway, I've learned that's the easiest way to kill her, and the computer geek dude back at headquarters covers up the logs, so you get to keep your job.

      --
      The speed of time is one second per second.
    5. Re:Deus Ex by Minna+Kirai · · Score: 1

      Planting mines beforehand truely makes it easy.
      A shotgun blast to the back of the neck will do the job as well- except the detonation when her gear and powerpack blows up will take your legs off!

      (If you don't have healthkits, you can still crawl all across the airport to your egress, but it takes 45 minutes)

  121. Finally! by Lord+Bitman · · Score: 1

    >eat princess
    I don't think the princess would agree with you.

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
  122. +1 by Anonymous Coward · · Score: 0

    the first actually funny imagine a beowulf cluster of these I've seen in a long time

  123. Re:Game developers shooting themselves in the foot by StarTux · · Score: 1

    I miss those random type games terribly and it actually wanted me to buy more with different types of varience (how different can it really be each time). Graphics are constantly improving for one, another would be constant improvements in hardware as well as software techniques.

    How different can it possibly be each time? I really think creating a whole 100% world that has graphics that exceeds what they use in the movies is still way in the future, even then its still going to need and could do with improvement or additions beyond AI.

    StarTux

  124. GIMME!! by rhfrommn · · Score: 1

    I gotta get enough money to retire, a big house with a fast network, and one hell of a gaming rig
    before one of these games comes out.

    And a desk chair with built in toilet might help too.

    --
    My motto is: Never give up - unless it's harder than you want it to be.
  125. Careful what you wish for... by AyeRoxor! · · Score: 1

    "[..] finally gives us, the gamers, full freedom to do whatever we want to do."

    Most games wisely limit what you can do in a character-type game (as opposed to rack-points games like pacman or mario brothers).

    I'll never forget the time I learned that due to something I did actual days ago while playing King's Quest II, and all my saved-games being written over, there was no way for me to win the game. While it was a good life lesson, that sometimes we can't go back and change things, and to be more careful in the future, the result was the same. I don't recall if I ever went back to the game. I had spent weeks getting to that point, as I didn't have alot of spare time. Next time the game tries to stop you from killing the whatever, or dropping whatever item, thank it. :P
    Don't wish for a write-around...

    1. Re:Careful what you wish for... by mzo23 · · Score: 1

      That was a flaw in a pre-built narrative. Yeah in single/multi-track plot games having rails is important. The point of liquid narrative however was to be dynamic track and consequences don't necessarily prevent "winning the game" if there is such(well with the possible exceptiong of player death) but may hinder your options some, while opening up others. The whole point of dynamic systems is for the player to be ABLE to do things the developers never dreamed possible, sometimes it is wow factor and other times it can be a lot more meaningful.

      --
      I don't have a sig, can I borrow yours?
  126. Re:Game developers shooting themselves in the foot by Xorand · · Score: 1

    people would keep buying new games. the engine/graphics will continue to get better, and gamers will keep buying. while the story is definetely a large part of the game, there are other aspects too.

  127. Uh by hikousen · · Score: 1

    Game companies are realising that story telling has a lot of potential that has not been tapped yet.

    GASP!! Ya THINK??!?!?!

    -_-

    --
    LadyStar - Your Magical and Mysterious Adventure Awaits
  128. deus ex' story by roskakori · · Score: 1
    Something like Deus Ex is infinitely harder to design, because not only do you have to write a compelling story, but you also have to implement it.

    i really enjoyed playing deus ex, but it was only because of the options you had completing a level and solving puzzles. usually you could find a secret passage, bribe some dude, deactivate evil stuff by some trick, or just blast your way through.

    but the overall-story between the levels just sucked.

    think about it: the cluelessly dumped every conspiracy theory they could find into it (secret agents, area 51, genetic experiments, the templer-dudes, some evil drug, ...). then they added the usual "exotic places" from bond-movies (hong kong, france, sea laboratory,, ...). and of course, your friendy neighborhood terrorists who turn out to be the good guys, combined with the evil russian friend and the evil german friend who turn out to be the bad guys.

    any branching points during the game? nope. of course, some dudes got killed or not depending on your actions. but it didn't make any difference on the story. alive, they showed up later and dropped some lines. dead, somebody else showed up and announced "some dude is dead. how bad."

    the lamest point probably is the city-level, where you first can save your brother from the mib's and then try to escape. no matter what you do, you die and wake up in the laboratory. did you make it to the end of the level? then you have to fight gunther/hermann/whatever-german-name, but you can't win because he is invincible, and you die anyway and wake up in the lab. of course, many levels later in the castle, you can kill him.

    different endings? oh yes! you dicide which one in the last 3 minutes of the last level.

    in summary, i'd say deus ex as perfect example for a great game based on interesting level design and nice graphics, and a really sucky story that fortunately can't spoil the overall experience.

    1. Re:deus ex' story by Minna+Kirai · · Score: 1

      then you have to fight gunther/hermann/whatever-german-name, but you can't win because he is invincible

      The worst part about that section is what can happen to your equipment. Throughout the whole game, your ammunition is painfully limited. ("I'm a top secret government assasin! Can't you guys give me a full clip of 9mm ammo before each mission??")

      If you honestly try to fight past Gunther and his armored police squad, you can waste all your valuable ammunition on him, (and eat all your healthpacks) making the next part of the game much harder. (You break out of prison, where they had conveniently let you keep your bullets)

    2. Re:deus ex' story by Anonymous Coward · · Score: 0

      Dude, for video games that is frickin' Citizen Kane!

      J

  129. We're the Red & White From State by Anonymous Coward · · Score: 0

    and we know that we're the best.

    Congrats to Michael Young. He taught a good class!

  130. Re:good stroy lines... where are you!? by Pharmboy · · Score: 1
    We were comparing to FF3, NOT 6. 6 is part of the problem, not the solution.

    The point stressed that many makers are focusing more on eye candy than story line and fluidity of play. This is evident in movies and other media as well (bigger explosions, less viable story).

    The fact is, many of us believe that game play has been sacrificed to "looks" by MANY companies. The FF franchise is just one example. I have owned all the FF's, including gameboy versions, up to FF7, so my comparisons are based upon actually paying for and playing the games.

    As an avid gamer, I have seen this too often. I still have 4 TFC servers, for example, and still love to play TFC. Its not because the graphics are great (although in 1997 they rocked) but because the "game play", meaning controls, fluidity, how instictive the game plays, etc. are superior to say, Soldier of Fortune 2, which is pretty good, with great graphics, but clunkier game play.

    You said:
    Higher storage allows for greater narrative license in the unfolding of the story itself, whereas older RPG's had to skip over many of the backgrounds and details of the people and towns.
    but this misses the whole point. Good stories don't need higher storage. A good story takes no more storage than a bad story. The theater of the mind can always create better images than any graphics card, and a good story is one that helps the user create those images mentally, and the images on the screen simply support this.

    I would rather play a game with a GREAT story, and good graphics, than a game that has a good story and GREAT graphics.

    Not every 16 year old agrees, but some of us old men still have a better imagination that most of the graphics artists. Some of us even read books, even though TV has "better graphics".

    --
    Tequila: It's not just for breakfast anymore!
  131. crapola by xenocide2 · · Score: 1

    This is NOT some fanciful AI that can string along interesting stories for you at will with the depth of the Bard himself. What it does appear to be is a suitable replacement for your incompitent Dungeon Master whose idea of a good roleplaying time is trying to kill off all the players as humorously as possible. By taking an enumeration of possibilities it can string together a sequence that a player must accomplish.

    Honestly, it looks like the most important result from this research would be added emphasis in plot in computer games. Its one thing to add choice to games, but choice is useless without meaning. And without out choice, everything is meaningless. Look at Clockwork Orange. Surely one can have a million monkeys typing away, but a monkey cannot differentiate between "deep" and "shallow" meaning with the proposed system.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

  132. Does not compute.... by djcatnip · · Score: 1

    "allows to avoid scripted storylines" does not make sense with "Game companies are realising that story telling has a lot of potential that has not been tapped yet."

    so how can you tell stories without some sort of a script? Live dungeon masters?

    --
    I make these: http://beatseqr.com
  133. Drawbacks for the industry by slifox · · Score: 2, Insightful

    Unfortunately making games that extend themselves will have some drawbacks for the game industry. If one had to simply buy one game which could evolve as it pleased, instead of buying multiple, specialized games (non-evolving), many game developers would be out a lot of money.

    I think that development on this field in the games industry will be hindered, if not stopped (for a while, at least), as the CEO's wouldn't want their salary to go down.

  134. True, but... by Lendrick · · Score: 1

    Pretty much every plot has been done before. That's the nature of storytelling. What makes a good story is combining compelling characters with an interesting setting and solid writing. Final Fantasy may not have always met these criteria, but it arguably has since the sixth installment or so. So what you end up with is a set of games that, while they share some of the same general plot elements, are made distinct from each other by their characters and settings.

  135. Re: Game... Ever Tried Sim Anything? by mad.frog · · Score: 1

    The Sims isn't a game (IMHO); it's a toy.

    I mean that in a good way, though; it's just that, as far as I'm concerned, games have win/lose conditions, or at least measures-of-success. The Sims, while vastly entertaining for many, is pretty much just a computer-enhanced dollhouse.

  136. Some of us like both. by Lendrick · · Score: 1

    To bo honest, there are merits to each.

    If you think of a story in terms of an N-tree, Final Fantasy could be represented by a very deep tree where each node has one single child--hence, a totally linear plot. Morrowind would be better represented as an extremely wide, shallow tree, where the first node has hundreds of children, but said children all have very few children of their own. No single quest in Morrowind comes close to matching the depth of any of the Final Fantasy games, but on the other hand, Final Fantasy's one-track story gives you very little ability to influence the world in ways that haven't already been scripted for you. In one case, you get many, many choices, and in the other, you interact with a group of characters who develop over time while pursuing a common goal.

    The ultimate constraint here is development time. The Morrowind engine is theoretically capable of representing an FF-type plot, and vice-versa. However, the designers only have time to write so much story, and where they decide to focus their efforts decides which type of game you'll end up with.

    That said, if this Liquid Narrative thing isn't vapor (I'll believe that when I see it), this problem could be solved completely. Conceivably, you could end up with a game that's the best of both worlds--a Final Fantasy where your actions aren't set beforehand, or a Morrowind where the characters and plots have more depth and development.

    Of course, it's probably wishful thinking, but I'd love to see it happen.

  137. Re:good stroy lines... where are you!? by Psmylie · · Score: 1

    Sorry, I misunderstood. When you said FF3, I thought you meant the US release (which was the Japanese FF6). Like most US gamers, I played the first FF, and then skipped to FF4 (Released in the US as FF2). I've never even seen FF3 (I don't care for ROMS, so that means I never got to play it).
    And what I meant by storage (i.e. CD's instead of carts) was that developers could go into a lot more detail with their stories (Every NPC can say 3 or 4 things instead of just one, more npc's, more background stories). They could take the time to add a lot more depth.

    I do understand what you mean, though. It would be like comparing a movie like Independence Day to a movie like Shawshank Redemption. While I.D. was fun, I watched it once and never cared to see it again, whereas I've watched Shawshank several times, and I'm still impressed by the powerful story.

    Shawshank does not use a whole lot of FX. However, they don't skimp on the imagery, either. And they use the musical score to great effect. Direction and presentation have a lot to do with how "good" a movie is. Imagine Shawshank with the same script, actors, etc. but change the director to someone like Ed Wood. You would have one hell of a crappy movie when done.

    I guess my point would be that there were good and bad games 10 years ago, and there are good and bad games now. But while many companies do focus on glitz over playability, there are still many companies that produce all-around high quality games.

    --

    psmylie's dictionary: Godzillion (noun) Any number large enough to destroy Tokyo

  138. Re:DRINK! (WARNING: Ender's Game spoilers) by Anonymous Coward · · Score: 0

    Or maybe you'll just end up seeing a bunch of elves make houses out of the Giant's dried-up carcass.


    Dwarves.
  139. Actually... by Rayonic · · Score: 1

    Rematch seems to be a better working of the same concept. The game puts you in a deadly scenario, and you only have time for one text command to get you and your friends out of it safely. It's an exercise in trial and error, but it's fun as hell. It's short too, so everyone should take the time to try it at least once.

  140. I saw this by mattbelcher · · Score: 1

    I saw a presentation on this system at a conference a few years ago. However, the most impressive thing about it was the system architecture, not the AI. The AI content seemed like nothing more than a glorified choose-your-own-adventure. But perhaps they've improved it since then.

    --

    Shockwave Flash movies are the greatest thing to happen to non-sequitur humor since Japan.

  141. Too late! by vmfedor · · Score: 1
    They are a few years too late.

    --

    I like my women how I like my sugar.. granulated.

  142. This is half a book, or at least half a title. by technofix · · Score: 1

    You may want to read Finite and Infinite Games by James P. Carse. It's a delightful little book about philosophy. Don't skip to the "surprise" (for some) ending, just read the whole thing.

  143. Luigi's Mansion by pommiekiwifruit · · Score: 1

    Hey, I used to feel guilty about vacuuming up the little bats and mice, especially since they so much so wanted to live, and why were you killing them anyway? It reminds me a little of the time at the chicken hatchery when I had to put the four legged / two headed chickens into the mincer... peep, peep, peep, kwiiish...

  144. wait a minute... by Magius_AR · · Score: 1

    You mean OTHER people decided to kill Sephiroth at the end of FF7 too?!?
    I thought I was unique :(

  145. Re:this is great -- is it? by e12532 · · Score: 1
    "I've got stacks of books collecting dust, but I don't consider that a flaw in the books themselves."


    I'm not saying the games are flawed, after all, at one point I was interested enough to purchase them. They were entertaining -- for a while. My complaint is lack of story depth. When you only get to make three or four story influencing choices in the whole game, it rapidly becomes boring.
  146. nothing new... by Magius_AR · · Score: 2, Informative

    Games like this already exist.
    They are merely few and few between.
    Baldur's Gate developed something of a growing narrative, where your actions would generate different behavior from good or evil people depending on what you did.
    Black & White was somewhat adaptive.
    It's just not exactly easy to code a game with that sort of flexibility.
    So they can talk all they want, I'll believe it when I see it.

  147. Nethack! by ClioCJS · · Score: 0, Troll
    They should use this in Nethack!

    Especially the cool graphical version.

    --
    -Clio
    Karma: Bad (mostly from not giving a fuck)
    Blog: http://clintjcl.wordpress.com
  148. Chris Crawford has been trying to do this for yrs by Anonymous Coward · · Score: 0

    It's nothing new. Check out his Erasmatron. Actually, don't check it out. Why? Because it sucks. And Liquid Narrative probably sucks too.

  149. Please see the RFC! by PurplePhase · · Score: 1
    Someone did have too much time on their hands, but it's a fun time reading:

    http://www.faqs.org/rfcs/rfc2795.html


    8-PP

  150. But if the users tell the story... by fatgraham · · Score: 1

    How do you know theres a story in the game?

    and how will EA change their mind every milestone ;)

  151. Economics of Shit, part 2 by t0ny · · Score: 1
    well, in a way this goes back to another post I made regarding the music industy. However, it can be applied to any industry that sells a product.

    If your product is popular, never breaks, and is the greatest thing since sliced bread, etc, you will eventaully sell yourself out of business once your market is saturated.

    Look to Palm. Everyone wanted a simple, well designed organizer that you could back up, had a standardized database, etc. So Palm came out, and even made it a platform for making custom apps. Unfortunately, their product was so good, that there was little incentive for people to give them more money after the initial purchase. Hell, I still have my old Palm Pro w/ 2mb!

    So, we then get into the Economics of Shit. Enter Handspring. They create a Palm product, it is cheap enough to undercut Palm Inc. sales. It has a snazy expansion slot you will never use, but is otherwise unupgradable. And best of all, its screen breaks if you sneeze in its general direction. You can only get them official fixed via Handspring, who charges $100 to fix anything. Which is basically as much as or what you paid for your organizer. Thus, in most cases, it is cheaper to replace it. Thus, Handspring is a successful company, and Palm Inc isnt.

    There are only two compelling reasons to replace a Palm-

    1. Breakage

    2. New, innovative feature

    So, for years people have been practically DREAMING of a Palm cell phone. And exactly HOW many years did this take? And not surprising, the first one to have a mass-market version is Handspring (I believe Kyocera was the US first, but that was only via PCS). Always let your competitors make better products than you, right Palm? Hell, I think even Sony came out with one.

    Recently, Palm updated its OS to allow it to be more easily used with cell phones. Wow, good idea. Its only several years past when you should have done it. Too late to save your company, but thanks for the new technology!

    --

    Manipulate the moderator system! Mod someone as "overrated" today.

    1. Re:Economics of Shit, part 2 by t0ny · · Score: 1
      Oh ya, I forgot to mention. If you want to DIY, you can fix a Palm/Handspring by getting parts from www.gethightech.com.

      Instead of having to buy a new Handspring, I purchased a $40 replacement screen.

      It was somewhat difficult (not hard, but difficult) to do, because you can tell they dont want you repairing it; they use a lot of small, breakable parts inside, have difficult to reinsert ribbon connectors, etc.

      But hey, I can once again read Avantgo on the train to work! Thats what its all about...

      --

      Manipulate the moderator system! Mod someone as "overrated" today.

  152. First-Person shooter versus real wargames by MonkeyT · · Score: 2, Interesting

    It seems everybody's talking about first-person shooters, which, if that's the point of this seems pretty limited to me, but imagine how much it would change a world war two simulation, where an online group of players were a single squadron. Using a system like this to manage an entire war scenario could bring strategy games to the front and knock splatter games down a peg or two.

    1. Re:First-Person shooter versus real wargames by mzo23 · · Score: 1

      *cough*world war II online*cough* (well, pretty close at least)

      --
      I don't have a sig, can I borrow yours?
  153. Re:Didn't NOLF2 implement something like this alre by Minna+Kirai · · Score: 1

    Nope, nothing like this.

    The behaviors you mention are AI to simulate characters in the game. The behaviors pretend like they're guards for international criminals, and react appropriately. Thought processing goes "I want to defend my hideout. I heard noise from downstairs. Nobody's authorized in here! I'll start shooting"

    The topic of this article is using AI to simulate a character outside the game. A virtual storyteller. Theoretically, if this worked well, the thought processing would be along the lines of "I want to demonstrate that princples can be expensive. So I'll pick an enemy the player has resisted, and a character sympathetic to the player, and have the enemy hurt/threaten the friend. Now, which NPCs that the player has interacted with best fit those roles?"

    From a Dungeons and Dragons perspective, the first approach is for an AI to play "Silvidyn, the Dark Elf Warlord" and the second is for it to play "Willie Jansen, the Dungeon Master".

  154. Good/New AI is not enough to let me do * by drinkypoo · · Score: 0, Offtopic

    ...where * is used in the globbing sense. In order to do THAT we need fully deformable terrain. In other words, when I'm playing Tactical Ops, and someone throws a high explosive grenade down a stairwell at me, there should be possible real-world repercussions, like the building falling down around both of us.

    Of course this requires insanely greater amounts of processing power than current games (except possibly Unreal Tournament, which is horribly CPU-bound these days on systems with the latest 3d accelerators.) You also need to be an architect to make maps because you have to have an idea of structural load distribution to do it in a realistic manner.

    That could be a good thing, though; maybe more people would become architects, and the quality of level design can't help but improve because you're going to HAVE to make structures that could actually hold themselves up. (Floating structures will have to have some part of the structure that does the job of holding it up, possibly Laputa-style. (When the island falls apart, the blue stones depart upwards, toward the heavens.)

    In order to do it you're going to have to generate new meshes based on damage (you can be pretty sloppy about this) and then figure out how they will be represented on screen -- you get THAT part for free if you use Multires techniques in place of traditional culling/occlusion methods. You also have to figure out how structurally sound they are. Software for determining stresses and failures in architecture is becoming more common on PCs, so that part of the puzzle is not THAT far off. Much more important is figuring out how to store and distribute the information relating to the new shapes of structures to all players.

    Really, it's pretty dumb to have games with high explosives that don't have fully deformable terrain. Unfortunately, processing power is currently a limiting factor. Eventually, game engines will do this for you for free.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  155. OT: journals by Anonymous Coward · · Score: 0
    I save my mod points to mod up people who reply to my journal
    That's an interesting idea (although possibly unethical), but you do know that journal discussions get closed after just a few weeks, right? Only you don't appear to be an especially prolific journal-writer. August? And those mod points have a VERY short shelf life!!

    Yes, I have an account. I'm posting AC so some freak doesn't go spoil my lovely karma just for being briefly OT here.

  156. Thanks, but... by Anonymous Coward · · Score: 0

    I can already do that in Morrowind; including killing gods and getting away with it(!)

  157. Vaporware by FreekyGeek · · Score: 1

    As a (professional) game designer, my thoughts on reading the article were, first, "vaporware," and second, "a lot easier said than done."

    It might just be that the article was written for a nontechnical audience, but it was very light on implementation detail. I'm pretty skeptical. People have been saying "this game is nonliner and allows you to do what you want" for years. Unless this new system can generate actual new content, which I doubt, it would always have to be some reorganization of the same game elements.

  158. Please. by danaris · · Score: 1
    Proof of this lies no further than the upcoming FFX-2, a sequel to FFX staring a John Woo-style gun toting Yuna wearing hot pants with two scantilly clad female companions. What's this about Square still pushing story in the FF series?
    Okay, that is just plain BS. Not the Yuna-in-hot-pants part, I know that's true: the part where having scantily clad characters automatically means there's no plot. There's no reason whatsoever to suppose that Square is giving up their tradition of making excellent games and deciding to go the Tomb Raider route. in fact, if you'd actually been paying attention to any FFX-2 news, you'd know that Square has released quite a bit about the plot. No, I'm not going to say here--for one thing, it would be spoilers, and for another, get off your butt (figuratively speaking, of course ;-) and find it yourself! (I'd try Playonline.com if you can read Japanese)
    I don't have any problem with FFX-2 so far except the way Square has chosen to market it--by releasing the material they have in the order that they have, they have immediately alienated people like you, who for some reason believe they can judge the merits of an entire game on its very first PR poster releases. Please. I'm not that psychic, and neither are you. I've got enough sense to know to wait for the reviews to come out to judge the game, but I'm already eager to see it: for one thing, it sounds like we'll have the freedom of the second half of FFVI (airship, explore whole world) from just about the beginning. That's pretty neat, don't you think?

    Do think a little before the next time you start spouting off whatever rhetoric you hear online.

    Dan Aris
    --
    Fun. Free. Online. RPG. BattleMaster.
  159. Last Post! by alpg · · Score: 0

    Bullwinkle: You just leave that to my pal. He's the brains of the outfit.
    General: What does that make YOU?
    Bullwinkle: What else? An executive.
    -- Jay Ward

    - this post brought to you by the Automated Last Post Generator...