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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.'"

31 of 356 comments (clear)

  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 govtcheez · · Score: 4, Funny

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

  2. Now look what you've done! by mschoolbus · · Score: 3, Funny

    ... and skynet was born!

  3. 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 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 --

    2. 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?

    3. 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.
  4. 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
  5. 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 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.

    2. 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.

  6. 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>

  7. 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.
  8. 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.
  9. 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 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
  10. 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.
  11. 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

  12. 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
  13. 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.

  14. 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

  15. 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
  16. 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.

  17. 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.
  18. 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.

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

    He plays for the users.

  20. 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,
  21. 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.)

  22. 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
  23. 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.