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On Game AI In The Uncanny Valley

An anonymous reader writes "Normally, the Uncanny Valley theory is used to critique graphical realism in games, but it also applies to AI. Therefore, designer David Hayward examines AI's Uncanny Valley over at Gamasutra, citing games from Valve's Half-Life 2 to the interactive drama Façade." From the article: 'There's a small minority of people who are consistently strange in particular ways... I don't mean to pick on them as a group; nearly all of us dip into such behavior sometimes, perhaps when we're upset, out of sorts, or drunk. Relative and variable as our social skills are, AI is nowhere near such a sophisticated level of interactive ability. It is, however, robotic. Monstrous and sometimes unintentionally comedic; the intersection of broken AI and spooky people is coming.'"

87 comments

  1. For those that haven't seen it... by LiquidCoooled · · Score: 5, Funny
    --
    liqbase :: faster than paper
    1. Re:For those that haven't seen it... by greg_barton · · Score: 1

      Don't mod that down! Funny as hell! :)

      Anyway, I don't think the uncanny valley will be a factor in AI for quite some time. There's just far too much to overcome.

    2. Re:For those that haven't seen it... by Anonymous Coward · · Score: 1

      This "burning Elmo" is mentioned in the article, so it is not offtopic. I suddenly don't blame the machines in Matrix for wanting to wipe out humanity...

    3. Re:For those that haven't seen it... by unablepostAC · · Score: 1

      Thats cruel

  2. How dare you... by Anonymous Coward · · Score: 0

    I'm on dial-up, you insensitive clod!

  3. Uncanny valley... adaptive levels? by cgenman · · Score: 4, Insightful

    One of the things which people don't mention about the uncanny valley, is that the valley moves. What seems uncannily human to our parents, was normal to us. What's uncanny to us, will look artificial to our kids.

    As our technology improves to create better and better artificial representations, our ability to detect them does as well.

    1. Re:Uncanny valley... adaptive levels? by grumbel · · Score: 2, Interesting

      And the most important part about the uncanny valley is that its a myth and not a scientifically verified barrier for technological progress. When animation or 3D models looks uncanny, they look so because nobody who understood their craft fixed them up. Motion capture is a nice thing, but it can't replace an animator and a 3d scanner can't replace a skilled modeler, which is why the 3D scanned Tiger Woods looks creepy and the hand modeled guys in Gears of War look fine.

      And btw: There have been studies comparing computer generated faces with real ones, the computer generated ones always won. Those faces have been generated by morphing multiple real faces together, so it can be considered a bit of cheating, it however shows that just because something is generated doesn't mean it looks uncanny, even if it gets extremely close to the real thing.

    2. Re:Uncanny valley... adaptive levels? by fractoid · · Score: 3, Insightful

      I think you misunderstand - the Uncanny Valley isn't a myth so much as an observation. It's pretty simple to demonstrate that most people are less comfortable with things that look nearly-but-not-quite human than things that are human, or things that look completely inhuman. Take, for example, Toy Story vs. Final Fantasy: The Spirits Within. The first one was a 3D cartoon, and hence it was easy to identify with the caricatures of toys. The second tried to be 'photorealistic' and (due to some rushed animation) was a little off, and as a result was much harder to identify with the characters. That's not to say that with excellent mocap/animation/production, an animated model can't be accepted as human. If they are, that just means that they're good enough to appear on the 'near side' of the valley.

      The composite faces you mention are likewise on the near side of the valley. Images of faces fabricated from scratch often are likewise, with current technology, due to the fact that still images contain so much less information than moving ones. Compare modern CGI faces to those of the late 90s and you'll see how they gradually got better, climbing the near slope of the valley and becoming more believable and identify-with-able.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    3. Re:Uncanny valley... adaptive levels? by grumbel · · Score: 1

      ### I think you misunderstand - the Uncanny Valley isn't a myth so much as an observation.

      The Uncanny Valley is an conclusion, not an observation and doesn't even apply to computer animation, it was originally meant for robotics. The observation is simply that things can look uncanny, I don't doubt that one. Where I have a problem with is with the claim that they will look more uncanny just because they are more realistic or as some interpret it that more technology will mean worse looking graphics due to the valley. Things can simply look uncanny at basically all levels. Look for examples at the early The Tracey Ullman Show Simpson cartoons, pretty uncanny if you ask me, but they weren't any closer or further away from photorealism then the later one, but the later ones looked quite a lot less uncanny. Because they simply were better done.

      Things look bad because they aren't well done, not because they are on some 'cartoon - realism' scale and fall into some valley. When I should point my finger at uncanny computer animation, I'll point it to the early Saturn/Playstation1/3DO/etc. cutscenes, those really could get pretty ugly. Today things look much better, even so they are much more closer to reality. Yet, I still enjoy the intro and all the cutscenes of Another World, even so they where technology wise even more primitive then anything on the Playstation1 and attempted to portrait realism.

      The point is simply that sometimes things look bad and sometimes they look good, its just a matter of how much time and craftsmanship went into them, not some uncanny valley effect that dictates that stuff can't look good at some level of realism.

      All that said, things can do look a lot more uncanny when they come right out of motion capture or are procedurally created (faces in FIFA or other EA games) instead of properly hand animated or modeled. That one has IMHO a far greater impact then anything else.

    4. Re:Uncanny valley... adaptive levels? by aadvancedGIR · · Score: 1

      Another good movie example is Polar Express, where the caracters really looked like real persons, recently dead ones to be exact. I really like Romero and other gore movies, but there, I just felt sick. BTW, my 8yo cousin whith wich I saw that movie didn't like it either.

  4. It's freaky by Deliveranc3 · · Score: 1

    You're in a game running along, there's someone beside you... Then you look at him, and he looks back, but there's nothing inside there...

    Playing with bots and people, REALLY unpleasant.

    1. Re:It's freaky by Jugalator · · Score: 2, Funny

      I agree, especially with the people!

      --
      Beware: In C++, your friends can see your privates!
  5. rant on AI by Anonymous Coward · · Score: 0

    so..
    if someone has to actually write the code (eg. 'if this happens, do this-- unless this variable is present, in which case, do this instead'), why do people refer to it as intelligent?

    my guess is, it started getting called 'intelligent software' when it started to have more 'if' 'ands' and 'buts', because this new level of complexity made previous software 'simple' by contrast.

    i really hate it when people talk about AI as some form of monster that will start 'thinking' for 'itself'. if we wrote the code to tell it how and what to 'think', then it isnt 'thinking' at all, its obeying predefined parameters-- even if it starts constructing parameters, we told it how and why to construct new parameters. in the end, it would seem that literally and logically, software is still the simple pathetic creation it always was, only with many more lines of 'if' 'and' and 'but' declarations.

    can this ever change? even with the seemingly real-world application wise useless quantum mechanics?

    1. Re:rant on AI by PresidentEnder · · Score: 1

      I'd argue that you yourself, anonymous coward, are also merely a very deeply iterated switch statement, as am I, and everyone around us. Where in your thought process does anything other than brain hardware and past experience enter into the equation?

      --
      I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
    2. Re:rant on AI by RobinH · · Score: 1

      my guess is, it started getting called 'intelligent software' when it started to have more 'if' 'ands' and 'buts', because this new level of complexity made previous software 'simple' by contrast.

      I would assume that sophisticated game AI algorithms wouldn't use boolean logic as much as some kind of "fuzzy" logic. That is, it would take into account the number, strength and proximity of known enemies, adding up to some "threat level", compare that to its own "capability level" which includes things like health, available firepower, proximity of friendlies, etc., then applies a "personality factor" which makes that unit more or less agressive, etc. All that is fed into a function that decides the next move.

      While humans have many advantages, when you're talking about combat, most soldiers react based on their training because there isn't a lot of time to think. Therefore it may be able to create AI that follows the same basic "twitch" style of gameplay as a human if you tried hard. The difference would come after the encounter when a human reflects on the game and adapts their gameplay, whereas the AI would act virtually the same every time.

      --
      "I have never let my schooling interfere with my education." - Mark Twain
    3. Re:rant on AI by Anonymous Coward · · Score: 1, Insightful

      what you said is true, but you do not see past our ability to do things contrary to all of our 'experience'.

      for example, i know if i touch a hot flame, it will burn me and it will hurt. i may not want to touch the flame, but i can decide to anyway, even against my own will/judgement/past experience and every other possible variable that can be taken into account. AI is almost the opposite. it's static. even if you were to throw in a "random" variable that ends up making the final decision between any number of choices, the fact remains that the final decision rests on the "random" variable that it is forced to use, so, its 'statically random'. there is no real choice in software. there is choice in human intelligence.

    4. Re:rant on AI by Fallen+Kell · · Score: 1

      I would assume that sophisticated game AI algorithms wouldn't use boolean logic as much as some kind of "fuzzy" logic. That is, it would take into account the number, strength and proximity of known enemies, adding up to some "threat level", compare that to its own "capability level" which includes things like health, available firepower, proximity of friendlies, etc., then applies a "personality factor" which makes that unit more or less agressive, etc. All that is fed into a function that decides the next move.

      While humans have many advantages, when you're talking about combat, most soldiers react based on their training because there isn't a lot of time to think. Therefore it may be able to create AI that follows the same basic "twitch" style of gameplay as a human if you tried hard. The difference would come after the encounter when a human reflects on the game and adapts their gameplay, whereas the AI would act virtually the same every time.


      First and foremost, game AI as we know it has almost nothing to do with real AI for several simple reasons. First of all, the game would simply be too darn hard for the players if it used real AI modeling. If true AI approaches were used to create different base logic units, or "personalities" that had the ability to "learn" the environment and world, games quickly become too difficult to play and win.

      It is not altogether difficult to create a Kohonen neural network and teach it how to react to certain situations. A rewards based learning and evolution environment will quickly be able to generate different personalities for use in a game. It is very easy in fact for game AI, as there are a finite number of inputs that need to be generated depending on how complex you want to go. Really there are probably only about dozen personalities that need to be made for any "shooter" games. You can always make more if you want to have more interesting interactions, but that leads me to the second reason why real AI is not used in games, it is NOT predictable.

      You can not script it to do something. Each time you play, it will work a little differently. Complex interactions quickly occur with even the simplest of reward rule sets. You will be surprised when the game AI guards start killing the berzerker units becuase the guards learn that the guards around the berzerker units die faster becuase the "player" tends to use a rocket launcher on the berzerkers and guards located near the berzerkers tend to die as a result... You can start to see my point here, the game itself become un-predictible, which most story line games can not be, certain events have to occur, certain areas must be difficult to make it through, etc., etc., what good is it if the AI learns that it has no chance to fight the player and win, and thus decides to run away? Now some of that can be fixed by the reward system for the AI units, i.e. give a large reward for activily engaging the human player, but then you will run into cases where you will have units that snipe if there is a rule in place that rewards the AI unit for staying alive as there almost always should be (otherwise you just wind up with suiciders).

      My point is that games and real AI will not work for many of the games we currently have and play. Some games which are not storyline driven, things like MMORPGs or open ended games may very well benefit from true AI by changing the monotony of the game itself. But it is just cheaper and more controlled in the minds of the publishers to not do this and hard code behaviour so they have a more consistant product.

      --
      We were all warned a long time ago that MS products sucked, remember the Magic 8 Ball said, "Outlook not so good"
    5. Re:rant on AI by BillyBlaze · · Score: 1

      How are you sure there's choice in human intelligence? Yes, you can 'decide' to touch fire anyway if you want. But why did you want to? To put out the fire? To make a point? All you've shown is that your program is more complex than "fire == pain"; that whatever is static in your program is at a higher level*. Granted, the static parts of game AIs are usually far less general, but it's a difference of amount, not kind.

      * Though in some sense the only invariant in the human brain is physics, it's probably not necessary to simulate intelligence at such a low level to be convincing. You could go at least as high as neurons and their interactions, and possibly even to the level of subsystems like vision, motor coordination, etc. Much of the structure and function of your brain is static.

    6. Re:rant on AI by Grr · · Score: 1

      I think you mean a feedforward neural network instead of a Kohonen one. And even then you're overestimating how smart learning algorithms will be compared to engineered ones like state machines and production rules.

      You're right about the predictability and scripting though. This is exactly to avoid the uncanny valley. Automatic AI keeps them dumb, but fun to play against/with and when they need to behave more like humans, a human inputs exactly what they should do or say.

    7. Re:rant on AI by servognome · · Score: 1

      the fact remains that the final decision rests on the "random" variable that it is forced to use, so, its 'statically random'. there is no real choice in software. there is choice in human intelligence.
      Statistics are used as a fill in for unknown variables that result in differences between a rigid model and reality. Just because weather can only be modeled with statistic randomness doesn't mean it has choice.
      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
  6. Interesting article by nEoN+nOoDlE · · Score: 3, Interesting

    I suspect that consultation with and evaluation by psychology departments may become relevant to game AI in the coming years, given that they're the most comprehensive resource in existence on human behavior

    I disagree with this. I think in the future, game programmers won't have to go as far as the psychology departments of their nearest schools. They'll just have to walk over to the nearest cubicle and talk to the animators working on the game. As game models have become more and more complex, companies are using more and more motion capture to capture action sequences, but animators (especially good ones) are trained to make a non-living 3d model imitate human behavior. There's over 50 years of research done for animation by animators on how to bring life to drawings and 3d models in motion - which is something that can be directly transferred over into programming terms as opposed to a research paper on a psychological disorder. An animator can tell you when to make a character blink in order for it to appear more realistic; a psychologist, not so much.

    btw, IAAA (I am an animator) so I'm slightly biased :)

    --
    Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    1. Re:Interesting article by megaditto · · Score: 1

      I think you might misunderstand the premise here: animation etc. will make non-human things seem humanlike, but these same techniques will make humans look less human!

      Animators know what makes dead 2-D filled shapes feel "human" and likable; if they applied their skills to real people, however, they would make them look dumb, hacked, and repulsive.

      Just imagine Bill Gates Wile-E.-Coyote-ing off a cliff, or Angelina Jolie with Japnime wrinkles and random airlines, buldged eyes, and blue fluffed hair... No matter what you think about this "valley" theory, you just know animation is not the answer.

      --
      Obama likes poor people so much, he wants to make more of them.
    2. Re:Interesting article by dj_tla · · Score: 4, Interesting

      I'm really surprised that your comment was moderated so highly... It may be interesting, but it is incredibly off-topic. Let's not confuse the issue here: the article is about Game AI. Do animators play a big part in creating realistic games? I would argue no. It's easy to get immersed in a well written book, and yet a crappy wooden romantic comedy doesn't pull me in at all. But aren't actors people, providing the most human-like interaction you could hope to achieve through animation? A poorly written script, where characters get in wacky situations and manage to crack a joke at least once a minute just isn't engaging to me because people don't act that way. Game AI could give two shits how nice its graphical representations look, the point (at least for the AI that is discussed in the article) is to make characters behave in a realistic fashion. If I shoot my gloriously animated team-mate in the crotch in "Excellent New FPS Game 3," I want them to turn on me! If they stand there and take it, then I lose that sense of immersion, and any tension I've built up from the realistic ambiance is lost.

      So, in response to the quote (I suspect that consultation with and evaluation by psychology departments may become relevant to game AI in the coming years, given that they're the most comprehensive resource in existence on human behavior), yes, psychology will play a large role as we are able to dedicate more computing resources to AI. This isn't conjecture; I and many other researchers are already consulting with psychologists in designing games.

    3. Re:Interesting article by grumbel · · Score: 2, Interesting

      ### Animators know what makes dead 2-D filled shapes feel "human" and likable; if they applied their skills to real people, however, they would make them look dumb, hacked, and repulsive.

      A real animator knows what makes a human human-like and given enough time will be able to fix any issues that arise. The issue isn't with animators, its with automated systems like motion capture, since no matter how many reflective dots you glue on an actor, they will always be off by a little bit and that is what gives you uncanny results. When you don't have anybody to fix up the arising problem, its no surprise that they stay unfixed, its really as simple as that.

    4. Re:Interesting article by Anonymous Coward · · Score: 0

      If I were to make something near-human look more human, I would ask someone who does that for a living, like Troy Duffy, some director off Broadway or the West End, or someone along these lines dealing with human actors. A toonpushing animator just isn't up to the task!

    5. Re:Interesting article by CuteAlien · · Score: 5, Insightful

      An animator can tell you when to make a character blink in order for it to appear more realistic; a psychologist, not so much. The problem with the "when make a character blink" is that it only leads to longer and longer lists and situations. An AI programmer prefers to find the "why does the character blink" and implement that. The "when" will follow once that is done.
    6. Re:Interesting article by Bogus-Blogus · · Score: 1
      No doubt, the animator animates the calculated emotion. And they actually have great insight into what "looks real" versus what looks creepy/kooky/messed up/just wrong/etc.

      But how do we calculate the emotion? No matter how complex the representation, abstractions are made and details are left out. And the details are what make AI lacking.

      TFA is short but its an excellent commentary on the fundamental issues.

    7. Re:Interesting article by cbackas · · Score: 1

      The problem there though, is that from the best action movie to the worst romantic comedy the animation is equivalently realistic. Because as you say, the actors are human, so their 'animations' can't help but be realistic. In games, this has hardly been the case. There's still a lot of room for improvement and, at least for me personally, playing a game with well done fluid, realistic animation is more immersive than otherwise. Similarly, I've been quite happy to see more and more realistic physics show up in games.

      I agree that animation by itself isn't going to do the trick. If the characters behave in a ridiculous fashion it's going to be a turnoff. But I think that if they behave fairly intelligently yet look like they're ice skating or waddling or moonwalking, you might not notice the intelligence as much.

      Essentially, games have a whole lot of areas where they've historically fallen very far short of realism. I think that as any area(s) start getting closer and closer to it, the laggards stand out just that much more.

    8. Re:Interesting article by nEoN+nOoDlE · · Score: 1

      You have absolutely no idea what you're talking about if the only thing you think about when hearing "animation" is Wile E. Coyote or an anime character. Go read the Illusion of Life. Disney animators studied deer carcasses to make Bambi move more realistically - one of my professors at school showed me the anatomy book they came up with from doing so. Animators do a lot more than filling dead 2D shapes, and HAVE applied their skills to real people. There's a reason Gollum worked as well as he did and I could guarantee you that it wasn't Andy Serkis. It was the animators in the background who made the performance work. Otherwise it would have looked like Polar Express where the face was motion captured.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    9. Re:Interesting article by nEoN+nOoDlE · · Score: 1

      Yeah, it was an excellent commentary, but the article writer I believe glossed over the fact that there are people very close by who actually study human movement, interaction, and emotion so that they could do what the programmers are trying to do - create believable characters. I think a lot more good will come from animators working directly with programmers on creating rules for governing the behavior procedurally than if programmers worked with psychologists. As the article writer pointed out - it's not realism that we're looking for but believability - and animators have been making non-living characters believable for a long time.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    10. Re:Interesting article by liloldme · · Score: 1

      Would you have any links that point to the research on the net?

    11. Re:Interesting article by nEoN+nOoDlE · · Score: 1

      Yep, here's some to get you started
      http://www.animationmeat.com/pdf/nineoldmen/ELEnt1 _HamLuske.pdf
      http://www.animationmeat.com/pdf/nineoldmen/ELEnt3 _Acting.pdf
      http://www.animationmeat.com/pdf/nineoldmen/ELEnt5 _Action.pdf
      http://www.animationmeat.com/pdf/nineoldmen/ELEnt1 3_Personality.pdf
      http://www.animationmeat.com/pdf/nineoldmen/ELEnt1 4_BeYourself.pdf

      if you're interested in the rest of the articles, you can check them out here:
      http://www.animationmeat.com/notes/nineoldmen/nine oldmen.html

      "We should not try to determine how much a character will or can move on the screen until we know
      positively who he is and how he thinks, what he is doing and why he is doing it." - if game programmers put that to use procedurally, then the believability in games would rise. The other articles I didn't link to are more specific in theory of movement instead of acting - how we move as opposed to why we move - but those articles could be used as a guide in actually making the procedural portion of it.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    12. Re:Interesting article by liloldme · · Score: 1

      Thanks!

  7. Humans may not fair much better. by Anonymous Coward · · Score: 3, Insightful

    The game the writer keeps talking about "Facade," invites the player to play multiple run-throughs. The writer then is creep-out by the "robotic" behavior that surfaces. Since without a time machine it is impossible to view humans in the same way, how do we know we would fair better. Bill Murry's character in the movie "Groundhog Day" seemed to develop a view of his fellow man not different than the view expressed by the writer of this article.

  8. But what kind of AI . . . by paleo2002 · · Score: 1

    . . . do we want in a video game? Do we want game AI that prevents NPC's from running straight into a head shot or AI that causes us to pause out of guilt before making that head shot? Game AI usually refers to the ability of a game to employ varied strategy, adapt to player strategy, and generally be unpredictable without cheating.

    1. Re:But what kind of AI . . . by Bongo+Bill · · Score: 1

      Do we want game AI that prevents NPC's from running straight into a head shot or AI that causes us to pause out of guilt before making that head shot? Well, that depends largely on what kind of game we're playing, doesn't it?
      --
      ...but is it art?
    2. Re:But what kind of AI . . . by paleo2002 · · Score: 1

      Well, if I want a "game" that's intended to be a surrogate for social interaction, then I'd want emotionally responsive AI. Or an MMO.

      The AI you put into a video game or a vaccum cleaner should not be the same as the AI you put into something that's going to assist the sick or elderly.

  9. It is cute, I don't like, I like ... that valley? by OldHawk777 · · Score: 1

    AI/Robotics are barely at the cute level ... long way to go before functional in social settings.

    Game theory and Complex Systems mathematics expressed 3/4D visually will greatly reduce wait time for virtually natural (complex and non-repulsive) AI/Robotics and human collaboration/relationships. From the familiar to the revolting to acceptance we will go over the next (maybe) 30 years.

    http://necsi.org/
    http://www.complex-systems.com/
    http://en.wikipedia.org/wiki/Complex_adaptive_syst em

    Presently the biggest problem to retail/business investment in technology is marketing spin-bullshit. To many things sound like, but in reality ain't shit, or at most is not as advertised ... "Vapor/Spoof-Ware" applies to software, hardware, content management, drugs, knowledge management ... many more things .... It all (marketeers) reminds me of the old snake-oil sales history of two centuries ago.

    Damn, again I went a little off track, Sorry about that.

    --
    Unaccountable leaders are masters, and unrepresented people are slaves. How do US and EU fare?
  10. Misuse of a term by Anonymous Coward · · Score: 0

    AI often (almost always) sucks, but that doesn't make it "uncanny" - the whole point of uncanny valley is that looking at almost-lifelike images can be damned creepy. I've never been creeped out by a stupid bot who gets stuck on a corner or stumbles around drunkenly, I've just said "damn that's some stupid AI."

  11. Just Assume by Anonymous Coward · · Score: 0

    Of course nobody will rtfa. Just assume parent is off topic and mod as such.

  12. For those that haven't seen it...The Uncanny Code. by Anonymous Coward · · Score: 0

    "Anyway, I don't think the uncanny valley will be a factor in AI for quite some time. There's just far too much to overcome."

    Not as much as you think. However far computers will go? Humans will go farther to meet them.

  13. It has already arrived: by Progman3K · · Score: 3, Funny

    >> [...] the intersection of broken AI and spooky people is coming.

    Ever "talk" with Eliza?
    That's a broken personality right there...

    --
    I don't know the meaning of the word 'don't' - J
    1. Re:It has already arrived: by Alsee · · Score: 2, Funny

      Ever argue with someone on the internet?

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  14. The Author Missed the point by big4ared · · Score: 3, Insightful

    The author is missing the point of the uncanny valley. The point of the uncanny valley is the dip. If you have a non-realistic pixar-like character (The Incredibles), you empathise with them. If you have a more realistic, but not good enough character, the character gets creepier (Polar Express). Then, when it gets really good, you can empathise with them again (Hugo Weaving, i.e. Agent Smith, in the Matrix Sequels).

    The author basically says "AI is hard". But he doesn't make any real argument as to there being some "valley" where as the characters get less realistic they act more believably, and as they get more realistic, they also act more believably. A much more accurate title would be "AI is a steep hill".

    1. Re:The Author Missed the point by Miniluv · · Score: 2, Insightful

      Actually I'd say the author just expressed himself poorly. The odd, but quasi-accurate, romp through the spectrum of autism was meant to talk about how creepy people who're 95% like us are because of the 5% missing. This is exactly like the almost real Polar Express Tom Hanks who looked like a zombie rather than a person. He also wrongly highlighted things breaking the illusion, when in fact that lessens the effect as you say.

      I find many cutting edge AIs unnerving to interact with because when they do the wrong thing its so close to right that you wonder why it was done instead of automatically knowing that its due to flawed AI. Just like when the weird guy on the bus violates "normal" boundaries just a bit it is more creepy than the outright disassociative behavior associated with psychotic breaks.

    2. Re:The Author Missed the point by fractoid · · Score: 1

      Then, when it gets really good, you can empathise with them again (Hugo Weaving, i.e. Agent Smith, in the Matrix Sequels). Dude, I dunno how to break this to you but... Hugo Weaving isn't really an AI. He just looks like it. :P
      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  15. Real AI a long way off. by MaWeiTao · · Score: 1

    I think we're a long way off from seeing computer controlled characters that aren't merely following scripts. AI in gaming is in its infancy and in many cases is non-existent. I see the term applied to numerous games and inevitably come away underwhelmed by AI that isn't any more sophisticated than what I was seeing in Pac Man. Well, I'll concede AI is more sophisticated nowadays given the more complex nature of games and the fact that they're inhabiting a 3-dimensional space nowadays. Still, that isn't saying much.

    Ultimately, development of AI is going to be dictated by budget. The first question is, does AI really make a game more entertaining? In some cases it does not. So why invest time and effort into overly sophisticated AI? This becomes an issue especially when massive resources have already been dumped into graphics and the gaming engine itself. It seems most developers can't even be bothered with a more sophisticated NPC AI in RPGs.

    I remember years ago those applications that would attempt to mimic a psychologist by asking all sorts of questions and attempting to attempting to appropriately respond to the user's answers. It was a bit goofy, but in my opinion far more sophisticated than the responses NPCs in most RPGs spit out. And honestly, beyond the basic engine I don't see it requiring much work beyond some additional writing.

    Beyond that, it's small touches that can make an NPC look alive. As another poster mentioned a big part of it animation. It would be interesting to look over at an NPC, have that NPC notice this and turn it's head to look at you. All this requires a considerable amount of production, because a single life-like movement isn't going to suffice.

    What I'd really like to see is a game with AI that learns, be it an FPS or ideally something else. Essentially a game has a character that the player encounters on a regular basis. That AI learns from the player and improves itself. Ultimately these characters can be shared online and be pitted against other players. Then maybe we could possibly have truly challenging AI as opposed to AI that merely "cheats" with perfect aim and unrealistically quick reaction times.

    Either it's very challenging or I'm just no aware of what's being done out there but I'm surprised more game developers haven't explored the possibilities of AI.

    1. Re:Real AI a long way off. by God+Of+Atheism · · Score: 1

      I agree, the situation might have improved a bit, but quite often I notice that instead of AI, AS (artificial stupidity) would be a better description. I haven't played too many recent games though, so it might be better by now.

      The game I've played most over the last few years is Diablo II LOD, and there is a reason why the mercenary is usually called the moron. In addition, I wonder why the term role-playing game is used to describe that game, and a few more, when there is no ability to role-play at all. In this game there isn't even a choice of things to say in the dialogues with the NPC's, but even in a game like Planescape:Torment, the choice of things to say is very limited. That is one thing the text adventures of old did a bit better, although of course most of the things said weren't understood by the computer, you could at least say anything you liked.

    2. Re:Real AI a long way off. by Anonymous Coward · · Score: 0

      Look up SOAR. And now you won't like it, because it always wins :D

    3. Re:Real AI a long way off. by mstahl · · Score: 1

      This is actually one of those topics I've written a lot about various places (think there's an ancient blog of mine somewhere with a pretty extensive discussion of the future of AI). There's a couple of things going on here. The first is that "artificial intelligence" really isn't a good name for it because it gives people unreasonable expectations of human-like behaviour. Think about it. If gnuchess were truly artificially intelligent, wouldn't it make more realistic mistakes?

      I think people hear "AI" and they're expecting something that learns and behaves a certain way, but there's a few things wrong with that. First of all, an untrained neural network doesn't even have the pattern recognition skills of a three-year-old. Sometimes they're adorable and they come out with pretty interesting results if you let them churn for a while. Sometimes they're frustrating because they've trained themselves to a local minimum of their error function. Sometimes even that's adorable though, depending on the learning algorithm (a neural network, for instance, will react much better to this situation than a version spaces rule set will).

      Instead of that, what we have right now is NPCs in games that have hardwired behaviours, like the ghosts in a Ms. Pacman game. Sometimes they "cheat" by either having complete knowledge of the positions of all the characters (a la Pacman) or by using some pretty intense trigonometry to aim their guns (like in Quake). For the most part, this provides an adequate challenge for all but the most discerning players.

      Another thing that's going on here is that game systems are only now getting enough processor power for intense AI routines in games. The focus has just always been graphics, because that's what people see first, but I think I see a growing demand for better AI to which game designers are responding. It'll just take time, and it needs to become something that more people can appreciate before it becomes more commonplace.

      As kind of a final note, I think it's really important to say that computers and humans necessarily approach problems very differently. Humans are so adept at filtering information, plucking the one or two pieces they need from a constant torrent of sensory data. Computers are not at all good at this, at all; they're terrible. That's why a human can always smoke a computer at Go. It's a game that naturally plays into our greatest cognitive strengths, and it exploits the worst weaknesses of computers. Chess on the other hand, I would say, is a tie. Humans and computers approach the game very differently, and both approaches seem about as effective. Humans tend to look at the board as a whole then narrow their focus, recognizing patterns and then trying to anticipate their opponent's moves. Computer programs, with the exception of Morph, arrange all the possible moves—including the very bad ones—into a minimax search tree. The problem with this is that it's hard for the computer to assign payoff values to the leaf nodes of the tree (although it's provable that your chances of winning are greater even if you randomize these values). So you get situations like when gnuchess doesn't understand that if it gives up one pawn it can break through that diagonal of pawns you've used to confuse it.

      So . . . I dunno that was probably a lot more than anyone cared to read, but whatever. Long story short, don't go welcoming our new, artificially intelligent overlords just yet.

    4. Re:Real AI a long way off. by AnotherBlackHat · · Score: 1


      I think we're a long way off from seeing computer controlled characters that aren't merely following scripts


      http://www.amazon.com/Scripts-People-Live-Transact ional-Analysis/dp/0802132103/ref=pd_bbs_sr_1/104-4 262617-6059111

  16. Procedural animation by PIPBoy3000 · · Score: 2, Interesting

    The catch, of course, is that all this animation comes at a pretty huge cost in time. It takes teams of animators countless hours to generate all that animation.

    I keep thinking that procedural animation is going to be the next big thing. Instead of rigid animations, we'll see rules governing the position of each limb and how they interact with the world and other characters. It's expensive in terms of CPU processing power, but it allows for a far more natural interaction with the environment. There's a movie of the new Indiana Jones game that shows this off nicely.

    My dream, as a hobbyist game developer, is to have animation and text to voice systems get to the point where I can do a lot of the work myself. As it is, coordinating voice actors and model animation takes a huge chunk of time.

  17. Uncanny Valley by Anonymous Coward · · Score: 0

    Actually I think the uncanny valley is complete bullshit. This is just another excuse developers use to explain their bad 3d-models. Do you really think EQ2 for example has models that looks nearly like humans? I think they just have very bad textures and that's why they look bad. Another example would be models in STALKER: They are extremely realistic and the don't look ugly.

    Face it: There is no such thing as the uncanny vally. Just bad developers trying to justify why their models look like shit.

    1. Re:Uncanny Valley by mcvos · · Score: 1

      If it's bad, it's not uncanny at all. It's just bad. The Uncannny Valley is what happens when it's extremely good. A previous article about this on slashdot explained that the same thing happens when you see a fresh corpse. It looks perfectly human, but something subtle, something really important. is missing.

  18. The Uncanny Valley Hypothesis by LKM · · Score: 1

    First, the Uncanny Valley is a hypthesis. Second, it does not state that realistic renderings look weird. Instead, it states that humans show more and more empathy as models become more and more realistic, but that this rule breaks if we approach a perfect model, and humans suddenly look like zombies.

    This can be easily observed. The unrealistic humans in "the incredibles" seem much more human than the children from "Polar Express," even though Polar Express uses a much more realistic rendering style.

    Wikipedia has a good article on the topic.

    1. Re:The Uncanny Valley Hypothesis by grumbel · · Score: 1

      ### This can be easily observed. The unrealistic humans in "the incredibles" seem much more human than the children from "Polar Express," even though Polar Express uses a much more realistic rendering style.

      Polar Express looks crap, because they have done a bad job, not because its more realistic. Final Fantasy: Spirits Within looked better, so did Advent Children and Gollum even more so. I mean what do you expect if you use crappy looking 3D models and then map the motions of a 50 year old guy to 8 year old boy, without doing much or any fix up. I'd be surprised if you could ever get good looking results out of that setup, but that has nothing to do with Uncanny Valley, you can do cartoons that look just as crappy and creepy, see for example the Donkey Kong Country 3D cartoons or many other low-cost 3D cartoons. Some nice examples on why Polar Express looks bad and how to fix it can be found here.

    2. Re:The Uncanny Valley Hypothesis by LKM · · Score: 1

      FF: SW is a perfect example of how everyone looks dead. Advent Children and Gollum are perfect examples of how people can actually connect to and feel empathy for unrealistic renderings. Your example show that the Uncanny Valley hypothesis seems to be true.

      I still think you're missing the point of the hypothesis. Read the wikipedia article.

    3. Re:The Uncanny Valley Hypothesis by grumbel · · Score: 1

      ### Advent Children and Gollum are perfect examples of how people can actually connect to and feel empathy for unrealistic renderings.

      Gollum looks quite realistic to me, fantasy creature sure, but other then that they did everything they can to make him as real as possible. Some old DonkeyKongCountry cartoons look a lot more uncanny to me, even so they are a lot more cartoon then Gollum or Advent Children ever was. And lets not forget that between Advent Children and Spirits Within you had five years of technological development inbetween, things simply look better because technology improved, a good skin shader can do a lot to make things look less dead.

      ### I still think you're missing the point of the hypothesis.

      The point of the hypothesis is bullshit because you can't place something as complicated as computer graphics on a single one dimensional axis. You can get uncanny results on all levels, no matter how cartoony or real things look (see Tracy Ullman Shows Simpsons, DonkeyKongCountry cartoons and all that other uncanny cartoony stuff out there). Things look good or bad due to a lot of issues, lighting, shadows, animation, etc., not just because they look realistic or not.

    4. Re:The Uncanny Valley Hypothesis by LKM · · Score: 1

      Gollum looks quite realistic to me, fantasy creature sure, but other then that they did everything they can to make him as real as possible.

      Again, you don't undestand the hypothesis. Please read up on it. Thanks.

    5. Re:The Uncanny Valley Hypothesis by grumbel · · Score: 1

      I understand the hypothesis very well, it just happens to be not true and based on the wrong premise that you can somehow place everything on a single axis on how human things look. Thing is, things don't look human or not human due to one simple factor, but due to tons and tons of factors, its simple things that as render techniques, animation and even high level factors such as writing and voice acting. So how exactly do you exact to lump all of that on a single axis? You simple can't and there the whole hypothesis already falls apart. I mean where exactly do you place Gollum? Right side or left side? Is he cute enough for the right or realistic enough for the left? The choice is totally arbitrary, same for a lot of other things. And you can just take everything that is uncanny and throw it into the valley either, since lots of that isn't even close to presenting a human.

      Or how for a change you explain what you think is wrong with my understanding of the hypothesis?

    6. Re:The Uncanny Valley Hypothesis by LKM · · Score: 1

      Okay, let me try to sort this out.

      First, yes, you're right, voice and writing and other factors play a role, but this is totally irrelevant as the hypothesis does not concern itself with voice and writing and other factors. It only looks at how realistic the character is rendered. I don't understand why you keep bringing up all these other points. Yes, they exist, but it is utterly nonsensical to try to disprove the Uncanny Valley by bringing up things that have nothing to do with the hypothesis. It's as if I said "people who drive faster get into worse accidents" and you replied with "you're wrong, because it also depends on whether they have airbags." It's true that it also depends on whether they have airbags, but that doesn't mean that what I stated was not true.

      Second, the hypothesis talks about realistic rendering of humans. Gollum is not a realistic rendering of a human. It is a very unrealistic rendering of a human. It is a very realistic rendering of Gollum, but Gollum is no human. He's probably somewhere in the middle to middle-right of the "human likeness" axis, around the "stuffed animal" area. He's not supposed to look like a real human!

      You're right, not everything that is uncanny is in the valley. Stuff on the left of the "human likeness" axis are also uncanny, because, as you say, it "isn't even close to presenting a human"!

      The uncanny valley only comes into play when we are supposed to look at a character and interpret it as a realistic human. In those cases, we feel less empathy with a realistically rendered human than with a less realistically rendered human or with a less human looking character.

    7. Re:The Uncanny Valley Hypothesis by grumbel · · Score: 1

      ### First, yes, you're right, voice and writing and other factors play a role, but this is totally irrelevant as the hypothesis does not concern itself with voice and writing and other factors.

      The original hypothesis doesn't even concern about computer animation, let alone games, its about robotics and nothing else. When speaking about games and renderings story and writing do matter a lot. You can use stick figures and wireframe, if the voice acting and story are interesting, nobody will care. If story or acting on the other side suck, the characters will look uncanny even when played by a real human.

      ### The uncanny valley only comes into play when we are supposed to look at a character and interpret it as a realistic human. In those cases, we feel less empathy with a realistically rendered human than with a less realistically rendered human or with a less human looking character.

      And here are you trying to cram a issue with *many* variables on a single one dimensional axis, that just isn't going to work. Computer animation doesn't have more human looking characters and less human looking ones, it has tons of different ones. You have badly rendered humans, well rendered humans, some cartoony rendered ones, some human looking ones, some human looking ones in this style, some in that style, good done art, badly done art, unpolished art, art created under great time pressure, on budget and all that stuff. I mean how to you separate them scientifically? How do you qualify how human like something is? How do you tell if something is 50% human or 75% human? Or do you just look for stuff that you think looks uncanny and then drop it down into the valley, pick your samples so that they fit the curve, instead of letting the samples create the curve?

      They valley is a myth. I can agree that when trying to render more realistic humans then cartoony ones that there are more factors to take care of. The closer you get to realism, the harder it gets. But that ain't the Uncanny Valley, there is no point where things suddenly get uncanny because we are closer to realism, they get uncanny because somebody didn't take the time to fix them. You now, Pixar movies aren't pretty on the first try, they spend *A LOT* of time to fixing up all the little issues that popup. The reason they look uncanny is because they take the time to fix issue, not because everything is cartoony.

    8. Re:The Uncanny Valley Hypothesis by LKM · · Score: 1

      Let me say this again: The Uncanny Valley Hypothesis only concerns itself with the influence of realism on the empathy felt by an observer. It does not matter that other things also influence the empathy felt by an observer. Obviously, a well-written story will make the observer feel more empathy, but that doesn't matter for this hypothesis. Why in the world are you incapable of understanding that?

      And again, this is not a scientific theory. It's a hypothesis. Obviously you can't measure how human something is in percentages. That also does not matter! It's only a hypothesis. Somebody noticed that, as robots got more human-looking, it was suddenly harder to feel empathy for them as they reached a certain realism. I mean, it's not like you couldn't test this for yourself! I actually feel more empathy for my damn Roomba than for these ugly zombie-like realistic robots, and I feel more empathy for Mario than for the characters in a modern 3D adventure with realistic human characters.

      Also, this is not about "everything being cartoony." Cartoony is good! If you read Scott McCloud's "Understanding Comics," you'd know that he made a similar observation: It's easier for a reader to identify with a "cartoony" character than with a realistic character.

      Finally, your own theory kind of shows that Uncanny Valley is correct. You yourself say that "The closer you get to realism, the harder it gets," which is exactly what the Uncanny Valley Hypothesis states, as well. Honestly, I don't understand why you keep arguing.

    9. Re:The Uncanny Valley Hypothesis by grumbel · · Score: 1

      ### I mean, it's not like you couldn't test this for yourself! I actually feel more empathy for my damn Roomba than for these ugly zombie-like realistic robots,

      Somebody builds a zombie looking robots and concludes that all robots have to look like zombies. Look for example at:

      http://en.wikipedia.org/wiki/Image:Repliee_Q2.jpg

      Why does it look wrong? Some obvious reason would be the arm and hand positions, a human doesn't hold his fingers like that, heck, I can't even hold my finger like that if I would want to. The skin looks also all wrong and the eyes don't impress either. How about fixing that instead of starting to dress that one like a human? No wonder that thinks look uncanny when there are so obvious faults in the construction. If you slack some human skin about a skeleton that doesn't even look half human how do you expect the results to look human?

      Those things don't look uncanny because they are realistic, they look uncanny because they are *not* realistic, not even close. They have a ton of obvious faults. If you slack that dead-looking skin on something more cartoony it will look just as uncanny.

      With computer animation you can get similar results with motion capture, when the data doesn't match your model properly impossible eye-lid positions, mouth positions and such will be the result. Which is why you better have an animator to fix the mess up afterwards. The important point here is that you *can* fix things, they don't look wrong because they are closer to realism, they look wrong because they are wrong. Its really as simple as that, if it doesn't look right, fix it and don't blame it on some uncanny valley myth.

      Comparing some Pixar movie to Spirits Within doesn't prove the valley, try to compare the DonkeyKongCountry cartoons instead with Advent Children instead, results will look quite different, because its not the amount of realism that matters, but simply how good the animation is done.

    10. Re:The Uncanny Valley Hypothesis by LKM · · Score: 1

      The fricken point of the hypothesis is that the more realistic your robot looks, the more little details you have to get right in order to make people perceive it has human. The less realistic, the more you can get wrong. All the stuff you point out does not disprove the hypothesis, in fact, it shows that it is right.

    11. Re:The Uncanny Valley Hypothesis by grumbel · · Score: 1

      ### The fricken point of the hypothesis is that the more realistic your robot looks, the more little details you have to get right in order to make people perceive it has human.

      No, the thesis doesn't state that things get harder when you get closer to realism. It states that things will look uncanny the closer you get to realism till you hit a point where things will go better again, very different thing. If things just would get harder there never would be a valley to begin with, since you could always just fix the issues on *all* levels of realism, that is however exactly what the thesis argues against. My observations of computer graphics however simply doesn't confirm that, I have seen uncanny realistic things, I have seen realistic things that looked quite fine, I have seen cartoons that look uncanny, cartoons that don't. There simply isn't a pattern, some stuff looks good, some not so much.

      And as said, since you *can't* measure 'realism' on a simple on dimensional scale its useless anyway.

    12. Re:The Uncanny Valley Hypothesis by LKM · · Score: 1

      No, the thesis doesn't state that things get harder when you get closer to realism. It states that things will look uncanny the closer you get to realism till you hit a point where things will go better again, very different thing.

      GAH! If you fix the "small mistakes,"* obviously it will become more realistic, thus getting out of the valley again. IT'S THE SAME THING! Obviously you're just arguing for argument's sake, and you're not going to admit that at this point of the discussion, so I will end here and just encourage you to - if you indeed still don't get it - read through the wikipedia article again. I'm sure you'll figure it out. Good luck.

      * the mistakes, by the way, may look small, but that doesn't mean they're easy to fix. If you render something realistically, people expect the rendering to behave like a human, which means you need to get a lot of small stuff right - muscle movements when talking or emoting, for example. Imperfections of the skin. Stuff like that. These may look small, but they're hard to get right, which is why the uncanny valley exists. People accept less realistic renderings more easily. If a smiley grins, it's easy to accept the grin as such. If a realistic rendering grins, you have to get a lot of stuff right to convince people that it's an honest laugh.

    13. Re:The Uncanny Valley Hypothesis by grumbel · · Score: 1

      ### GAH! If you fix the "small mistakes,"* obviously it will become more realistic, thus getting out of the valley again. IT'S THE SAME THING!

      Lets make this short, as I said you *CAN'T* cram something as complicated as computer graphics on a single "cartoon - realism" axis. There are not just real graphics done badly, there are also things like more simplistic graphics done well, you simply can't compare those when you ignore what makes one good and the other bad.

  19. I still call bull by Moraelin · · Score: 4, Insightful

    I still call bull. I was one of those who quoted the Uncanny Valley left and right, but, sorry, I'm more and more convinced that it's so much bullshit it could fertilize a few acres. There is no one-dimension axis measuring likeness to human.

    E.g., let's take two sets of models which were both in the "uncanny valley" if it exists. On one end you have the extremely detailed models of Final Fantasy: The Spirits Within, and on the other the models of EQ2 which a _lot_ of people described as "lifeless", "sterile" or other such euphemisms. I'm one of those. In fact I'd call them just disturbingly wrong, the kind where your subconscious keeps snapping out of suspension of disbelief screaming "that's not a tree!" and "that's not a human!" If an uncanny valley exists, then they're in the uncanny valley too, right?

    Then something that falls in between those two points should be in the uncanny valley too, right?

    Well, wrong. Oblivion for example was a lot easier to swallow than either, although detail-level-wise it's between the two.

    That's called a Reductio ad absurdum proof, where assuming X leads to the false conclusion Y.

    Furthermore, if you've actually read the Uncanny Valley theory, the examples used are blatantly bogus hand-waving. E.g., yes, a zombie is disturbing, but it's bogus to claim that it's purely for aesthetic or "how much it resembles humans" reasons. There's a whole bunch of cultural and emotional meaning tied to that, and claiming that it trips people's fears just because of the "uncanny valley" effect, is like claiming that you fear a car coming at you just because the headlights look sorta uncanny like eyes.

    And again, you can do a reductio ad absurdum there. The Undead in WoW are the most disturbing visually, the characters in Spirits Within are uncanny valley too, so something in between should be in the Uncanny Valley too. Yet the Wow humans and elves are considered the races that look good.

    In fact the zombies are the perfect counter-example all by themselves. If lowering realism moves something out of the uncanny valley (e.g., lower polycount characters in games are less disturbing than the characters in The Spirits Within), then it should do the same for zombies. It doesn't. They're still repulsive even at Quake 1 polycounts.

    Or if slight imperfections like in Spirits Within, or details like teeth on a vampire, are what makes them disturbing via an Uncanny Valley effect... then how about pointy ears on elves? Shouldn't Legolas cause the same effect? Well, bummer, he doesn't.

    Etc, etc, etc.

    The Uncanny Valley is one of those things that makes sense only as long as you don't actually use your brains.

    Yes, there are all sorts of ways in which being different or acting not-right can trip people's suspension of disbelief. That much is obvious. But there is no single dimension measuring it, and no single Uncanny Valley graph. There are thousands of factors which can be right or awfully wrong or somewhere in between, and thousands of fears, beliefs, expectations that can be tripped by it. You can't take the average and use it as the X axis for an uncanny valley graph, because even if the average is 99% right (hence the whole should be on the right side of the valley), one single detail (e.g., "omg, they're zombies") which can be disturbing on its own.

    E.g., The Spirits Within wasn't just "a littel off", it had outright bad acting. That's what tripped people's suspension of disbelief. There was no uncanny valley effect, no overall being just a little off, it's just what you'd get with human actors acting badly.

    It also overlooks the problem of expectations. The Spirits Within is wrong because you expect them to be human, Toy Story or Oblivion aren't because you expect them to be respectively toys or NPCs in a computer game. You have different sets of expectations for them.

    Aesop's Fables (since they keep getting mentioned as Uncanny Valley effect exam

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:I still call bull by fractoid · · Score: 2, Interesting

      There is no one-dimension axis measuring likeness to human. It almost certainly differs from person to person, and we may not be able to define it yet in words or symbols, but there must be such an axis for the simple reason that we can define one, and experimentally determine subjects' positions on said axis. A simple test asking a large, random sample of people to rate a number of subjects on a scale of 'lifeless cube'=0 to 'pure believable human'=100 should give you enough data points to get a rough 'normalized humanness' axis. Ask them to crossrate how much they like, or are disturbed by, subjects and you have yourself a scale. Obviously it's affected by ethnicity and cultural background, but for a given domain it is a measurable value.

      Oblivion for example was a lot easier to swallow than either, although detail-level-wise it's between [FF:Spirits Within and EQ2]. Detail level does not equate with believable humanity. Spirits Within and EQ2 both had detailed avatars that behaved inhumanly - I haven't seen Oblivion's avatars but I would presume that they were better animated. By the way, your 'reductio ad absurdum' depends in this case on the law of excluded middle, on which topic is noted: In rhetoric, the law of excluded middle is readily misapplied, leading to the formal fallacy of the excluded middle, also known as a false dilemma. [Wikipedia]

      You can't take the average and use it as the X axis for an uncanny valley graph, because even if the average is 99% right (hence the whole should be on the right side of the valley), one single detail (e.g., "omg, they're zombies") which can be disturbing on its own. Zombies are disturbing because they look like humans but act inhuman. Mainly, though, they're disturbing because they're frikkin' zombies.

      The Undead in WoW are the most disturbing visually, the characters in Spirits Within are uncanny valley too, so something in between should be in the Uncanny Valley too. Yet the Wow humans and elves are considered the races that look good. Undead are generally unattractive, but human females, in particular, weird me out, it's the way they stare. Oddly they're the only race I've played that have defined irises and pupils. Speaking of which, it's damn creepy the way dead humanoid mobs continue to blink occasionally. :S

      Anyway this got long and it's hometime. I'll check back. :P
      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    2. Re:I still call bull by Floritard · · Score: 1

      a zombie is disturbing, but it's bogus to claim that it's purely for aesthetic or "how much it resembles humans" reasons. There's a whole bunch of cultural and emotional meaning tied to that But the cultural meaning of zombies is of very recent inception. The concept of modern zombies is just a corruption of certain Vodoun beliefs and the real popularity of the idea really only just arose with the film industry. There were prior beliefs in some forms of the undead such as the Middle Ages' beliefs in revenants but they were thought of as emaciated corpses or skeletons. Nothing as almost-human as a zombie. I'm cribbing the hell out of the zombie wiki here, but the point is the cultural associations with zombies have only just come about. Are you going to tell me that a zombie would not be found creepy to an ancient people with no concept of "zombie" per se? And as for the "emotional" meaning, well isn't that what we're talking about here in the first place?

      It's really not helpful to use modern film and video games for comparisons here, because most of these stories have added baggage that clouds the picture. Sci-fi or fantasy or other time periods, these are outside of our everyday experience anyway. The uncanny valley would be more applicable to say a CG drama or the introduction of robots in the workplace or at home. Someplace where you're already expecting just plain reality. Say you're riding in a cab, and are initially unaware that the driver is a robot. Or your new babysitter agency unbeknownst to you sends an android. I think there could be some application of the theory to these situations. We may well know soon enough.

      And for what's more, Legolas was pretty creepy to me at times. It's not the ears so much as the eyes.
    3. Re:I still call bull by Malkin · · Score: 1

      Now, I think you're conflating the notion of "disturbing" with the uncanny valley, in some respects. Nothing in WoW falls anywhere within 100 miles of the uncanny valley, quite on-purpose. They deliberately went for an exaggerated, almost cartoony art style for everything. If you find the undead in WoW disturbing, it's not because of the uncanny valley. The uncanny valley isn't the only thing that is capable of triggering the human disgust reflex. In the case of WoW's undead, it is much more likely that you are experiencing disgust over what they represent, rather than disgust at the eerie accuracy of that representation.

      The reason people love to cite "Spirits Within" as an uncanny valley example is because the characters looked, for all intents and purposes, like animatronic corpses on the screen. That triggers the disgust reflex, before you even have opportunity to be appalled by the bad voice acting.

      As for AI, I'm not sure why anyone is even discussing this. Most game AI is so abominably terrible that it comes nowhere close to approaching the uncanny valley. Moreover, in many cases, it NEEDS to be terrible. If our AI enemies were as smart as real people, we'd be doomed. :)

  20. Oh please... by Moraelin · · Score: 2, Insightful

    Exactly where do you see a false dillema? No, seriously, quotes about possible logical fallacies are good and fine, but you must first establish that a logic error has actually been commited.

    The logic I'm proposing is along the lines of:

    - _if_ there's such an axis and the curve looks like that (i.e., with a single dip below zero), then the "uncanny valley" zone is basically an interval

    - if two points are part of the same interval, then a point in the middle is part of that interval too. (E.g., taking the interval [0.5..0.9], if 0.6 is in that interval and 0.8 is in that interval, then so is 0.7.)

    - point X is in that interval (e.g., X = The Spirits Within.)

    - point Y is in that interval (e.g., Y = EQ2)

    - point Z is between X and Y (e.g., Z = Oblivion. It does have both better models and better animations than EQ2, yet far worse than The Spirits Within.)

    - then point Z should be in that Uncanny Valley interval too

    - worse yet, because of the shape of that curve, Z can't end up looking better/less-disturbing than either X or Y, if both X and Y are inside that dip below zero.

    And yet that's false. Z actually looks a hell of a lot better, and trips people's suspension of disbelief a lot less.

    If you can find a genuine logic error in the above, please do let me know.

    And that, in a nutshell, is the problem with the whole Uncanny Valley _bullshit_. It's easy to hand-pick examples that confirm whatever you wish, and it's easy to hand-wave any single example as to why it should fall inside or outside of it by itself. It becomes hard when you start noticing that any two points you choose, you can pick a counter-example in the middle which doesn't act that way.

    The whole Uncanny Valley bullshit is itself based on two fallacies, since you brought those up:

    1. Biased Sample. You can pretend to prove anything if you're free to hand-pick only the examples that confirm it.

    2. Not as much a logical as a mathematical fallacy: being fuzzy enough to be able to redefine the curve as to explain anything you want explained. Any single example you can choose, someone can (and will) handwave and massage its position or the shape of the curve to justify that it really fits their preconception. Since you can't put a clear number and say "zombies are 75.61% realistic", it just allows people to handwave where they should be placed to confirm an unproven preconception.

    It's a pity that the Texas Sharpshooter Fallacy name is already taken, because it's pretty much the perfect illustration of what the proponents of the Uncanny Valley bullshit constantly do. Any single point you choose, they can just use a ton of sophistry and handwaving to move the point or the curve to explain it. It's literally painting the target around the bullet hole, instead of honestly testing a hypothesis.

    3. Often using a Inconsistent Comparison or an Incomplete Comparison fallacy to create the illusion of that unidimensional scale where one doesn't exist. Every single example is judged by whatever different criterion fits the preconception, avoiding the aspects which would make it a lot harder to squeeze in a single variable.

    Well, I'm attacking just that stupid handwaving, and especially number 2. I'm using two points to freakin' anchor that curve already and show that a third can't possibly fit it.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Oh please... by Anonymous Coward · · Score: 0

      Great posting! It's good to see some logic on this site. You're probably pushing "uncanny valley" metaphor harder than it was probably originally intended, but it's good to clarify where the limits are.

    2. Re:Oh please... by cgenman · · Score: 1

      The uncanny valley is best used as a broadly-viewed cautionary tale for anyone who wants to have "the most real characters ever." Which is to say, you can have stylized characters, or you can invest a ton of money in realistic characters, but you can't just have mostly realistic characters. If you're going to do realism, you have to spend a ton of money and be in it for the long haul, or else it's going to be held to a higher standard and (usually) fail.

      It also means that if you're having problems with your art, sometimes you can make it better by stepping back and making things less realistic.

      It's not a scientific fact... just a useful tool for convincing people not to shoot their own feet off.

    3. Re:Oh please... by provigilman · · Score: 1
      There's one BIG flaw in your argument. You're trying mathmatically quantify an emotive response, that's what the Uncanny Valley is about. It's not about polygon counts, rendering techniques or proper shading...it's about creating a genuine human-like construct that other humans can identify with.

      Let's look at a couple of examples that were mentioned:

      FF: The Spirits Within: Very realistic character models in a general sense. The faces of the characters were very waxy, with few lines or minor muscle movements. The bodies were blocky and not shaped quite right, and didn't move in a normal "human" fashion. The voice acting helped, but when you're hearing the actor Donald Sutherland and you see this model that doesn't look right and doesn't move right, it throws you off.

      Oblivion: The character models were fairly realistic and moved fairly well. The major difference here was that for one it was a fantasy setting, so your brain recognizes that Dark Elves are not real and you don't have the same expectations as the FF movie. Secondly, the characters behave in a realistic manner. They light lamps when it's dark, they react to your presence, they move out of the way of other pedestrians, they follow schedules, go to work, go to sleep, go to church, have conversations with other NPC's, etc... Great care was taken to get you to think of their actions as human.

      In their case the fantasy setting helps you to forgive the visual shortcomings and the behavior makes them seem more lifelike. But did you identify with them? Did you feel sad when Uriel Septim died? Did you have a meaningful, emotive response to these characters? Probably not, they were just excellent set pieces.

      Gears of War: Very nice graphics, much better faces and more realistic bodies than the FF movie. Not seeing too many tight closeups helps to keep you from nitpicking the inconsistencies. The movements of the characters are interesting and realistic, they draw you in (especially the Roadie Run). The dialogue is okay and the voice acting is pretty decent, and each character has a personality. It also helps that they're a bit "larger than life", they're more like superheroes than normal humans, and this affects your expectations of realism.

      Big difference between this and the other two is content and the level of interaction. Gears of War is an action game, not an RPG. They're not trying to develop a character, you're not interacting with them either. You play the game and you dialogue in the cutscenes according to a preset script. The characters don't talk about emotion much, and you see very few emotions in their faces. The best thing to compare it to is a bad action movie. Do you ever really identify with the star? Maybe you can identify with simple things like needing to win the war, losing an ally or coming through a big furball miraculously unscathed...but it's not deep.

      Conclusion: Due to it's nature as a dramatic sci-fi movie FF: The Spirits Within tried to create the most realistic characters on every level. They were effectively trying to replace human actors in a film with digital constructs, this is why it fails. They were striving the hardest for something approaching all the myriad qualities of "human", and that's why the inconsistencies stand out even more. It's a combination of multiple factors, not just polygon count.

      --
      "Life's short and hard, like a body building elf." -- The Bloodhound Gang
    4. Re:Oh please... by Retric · · Score: 1

      Your assuming the level of detail = how close something is to human, but I can look at a clown or a PS1 level animation and the PS1 level animation is closer to human. QED your method is flawed.

      Anyway, a low resolution painting can look vary human and can easily cross the valley as IMO did stills from the spirits within. However, moving 3d avatars bring a new level where they way things move and style of movement is more important than the number of polygons. The way cloth moves, how people look at things, their blink rate, etc. Are all factors outside the simple # of polygons.

      You the thing about the uncanny valley is it's crossable and it moves depending on several things like lighting, and which actions are being preformed.

    5. Re:Oh please... by Anonymous Coward · · Score: 0

      If you can find a genuine logic error in the above, please do let me know.


      Okay.

      Problem 1: You assume several states relating to X, Y and Z that are not necessarily true.

      Assumption 1: X and Y are on opposite sides of the functional minimum of the Uncanny Valley.
      Assumption 2: X and Y have the same y coordinate.

      If 1 is not true, then by definition Z must be more human than one and less human than the other.
      If 2 is not true, it is possible (though not necessary) that Z can rest between X and Y, yet be greater than one (but not the other).

      It's okay, for the sake of a good logical argument, to make such assumptions. All logical arguments must start from basic fundamentals. However, this must be accounted for when moving from the absolute of cold math and logic to real world examples. That is to say...

      Problem 2: Real world examples are subjective, and can not be arbitrarily mapped to the assumptions from Problem 1.

      Whether or not Oblivion looks better/worse than EQ2 or FF:SW is a matter of subjective opinion. Barring a study along the lines the GP mentioned, this statement is at best your particular view. Mine happens to be that Oblivion was disturbingly more inhuman than either EQ2 or FF:SW, which would validate the logical argument. Additionally, where we place them on the graph is rather subjective as well.
    6. Re:Oh please... by ShakaUVM · · Score: 1

      You're trying to ignore data points which don't fit on the curve created by the (pulled-out-of-the-ass) hypothesis of the Uncanny Valley. Hand-waving fallacy arguments doesn't forgive this.

      As it is, there are plenty of almost-real characters in games, and they fit people's expectations fine. Consider Final Fantasy 12. Nobody can pretend the characters look real, but they don't trigger the sense of rejection that the Spirits Within did. And if you think that's perfectly-real (which it isn't, by a long shot), there's plenty of other games in which the animation or art isn't as well done, but people still accept them.

      The GP was right.

  21. The Uncanny Valley in two sentences by mcvos · · Score: 3, Informative

    When something does not appear human, its human traits stand out. When something does appear human, its inhuman traits stannd out. This is basically what the Uncannny Valley is about. Exactly what should be considered human and inhuman here probably depends on a thousands of factors. Perhaps being "done well" is part of it, but mostly I think more human appearance and behaviour raises the stanndards of craftmanship considerably. When you're using stick figures, it's not a problem if they don't move exactly like Tiger Woods. In fact, it might be uncannny if they did. If you've got spectacular, photorealistic graphics, everything that's not equally realistic gives you the feeling that something is not quite right.

  22. Have you ever BEEN Eliza? by Moraelin · · Score: 2, Interesting

    I for one can say that Eliza actually improved my social life a lot. You just need to realize that you can do just that in a conversation too.

    Are you stuck in a conversation with a zealot ranting about how BSD is better than Linux, or why Gentoo sucks compared to the Gay Penguin distro? Have to listen to someone ranting about what subtle differences make Manowar the greatest band ever, and Metalica just a bunch of soulless sell-outs? Have to nod through as your GF goes on at great lengths as to what should some soap-opera character do, or such? Stuck with a co-worker ranting every single day, for two years straight, about doing the same things in the same fucking CounterStrike map you've never heard of?

    Well, ok, so there's the easy "if you don't talk to me ever again, I will refrain from breaking both your legs, cutting your balls with a rusty saw, and shoving them so far up your ass you'll gag" way out, but bear with me anyway ;)

    The other way is to realize that you too can go through a whole conversation by just rephrasing what they've said.

    Is that guy going on about how "emerge" sucks compared to the "bend-over-and-take-it" script in his favourite Gay Penguin distro? Never fear, just wait for the right moment to feed that bit right back at him. Sooner or later he'll give you some excuse to say, "Yeah, well, that's why emerge sucks compared to bend-over-and-take-it" or "well, duh, with bend-over-and-take-it it would have went much better" right back at him. Do it right, and he'll think he's found the perfect guy, who shares all his opinions to the letter.

    Do remember though Eliza has the problem that it does it (A) immediately, and (B) quite unskilled at getting it to be a grammatically-correct sentence, much less one that makes sense. You can do better. For starters, don't feed them their own stuff back immediately. Throw a little delay in the feedback loop. Especially make sure that 10 seconds have elapsed. The short term memory buffer on most humans is 8 seconds, and it's good to have a bit of a margin, just in case.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Have you ever BEEN Eliza? by Anonymous Coward · · Score: 0

      MOD PARENT UP
      this could save some lives

    2. Re:Have you ever BEEN Eliza? by OneDeeTenTee · · Score: 1

      I will have to try this the next time I'm in a "discussion".

      BTW, which Linux distro is gay?

      --
      Stop the world; I need to get off.
  23. What about talking AI too? by Creepyguywithastick · · Score: 1

    Few games try to have dynamic AI employed for textual NPC dialog, but Animal Crossing does ... sort of. I remember when I first got the game for the GCN, I was under the assumption that everything they said was dynamically plucked from every letter I wrote. Then after a few weeks I started to realize that it was just mad libs, and their responses to my letter were always generic. I think I played Animal Crossing Wild World longer than the original one (but still not as long as the game expected me to play it, over a year? Pftt). But I played it long enough to tell that they hadn't really put that much effort in the AI. Each character had one of like six personality templates, and those templates were just madlibs where they would have blank spots that would be plugged in with human-written or quotes from letters or random items names. Meh. If a game expects me to do but interact with AI for years at a time, then that AI damn well better be dynamic.

  24. Well if you didn't already know... by Floritard · · Score: 1
    If like myself you didn't know what hell uncanny valley meant, here's the skinny:

    The Uncanny Valley is a hypothesis about robotics concerning the emotional response of humans to robots and other non-human entities. It was introduced by Japanese roboticist Masahiro Mori in 1970, although draws heavily on Ernst Jentsch's concept of "the uncanny," identified in a 1906 essay, "On the Psychology of the Uncanny." Mori's hypothesis states that as a robot is made more humanlike in its appearance and motion, the emotional response from a human being to the robot will become increasingly positive and empathic, until a point is reached beyond which the response quickly becomes that of strong repulsion. However, as the appearance and motion continue to become less distinguishable from a human being's, the emotional response becomes positive once more and approaches human-human empathy levels. The wiki has a picture which illustrates the name. Now you can go back to arguing esoteric robot hypotheses.
  25. But even if AI... by Floritard · · Score: 1

    was extremely complex, how do you interact with it. Your input into a game is severely limited. The game knows nothing of you but your keypresses. You'd have to hook yourself up to your computer to get any kind of real interaction. Let it measure your heartrate, body temperature, where your gaze is and your whole face in general. Voice recognition with a good way to measure all the nuances of emotion would go a long way in itself. As it is, the most complex input you can give a game is text, and that conveys almost no emotion, while introducing several ambiguities. Until we can really jack into a computer and feed it more body language, it's still going to have a helluva hard time convincing us of interaction because those poor NPCs won't have but the slightest ideas about us.

    Incidentally, Airport security seems to be approaching this level of biometric-response measurement, so if no one destroys the planet, maybe we'll see something.

  26. some simple tricks make it all seem real by jollyreaper · · Score: 1

    Black and White was a terrible game but the part that sticks out is the avatar you get to create. You can use the carrot and stick method to train that beastie. When it misbehaves, you get to smack it around. The reaction of this 3D model to getting beaten made me feel ill in a way that your typical shooters did not. I mean, this is a cute little animated critter and the way it reacted to getting hit and the wimpering sounds, it was like watching a mother batter her child. I gave up on the game because it sucked but if it was good, I'm not sure how I would have handled that avatar.

    In the first Aliens Vs. Predator game for the PC, the humans had some nice scripted reactions for when your alien or predator attacked. The marines could flip out, either spraying bullets at random or dropping their weapons and running. Civilians would flee as best they could. If you cornered them they would cower and crouch down, wimpering. It made the game feel a lot less like a fancy shooting gallery and more like something you were doing to real people. It didn't help that the gore effects were exceptionally vivid with dismemberments, heads getting stuck to walls with predator spears, etc. How will it feel when they get the characters looking and behaving as realistically as the good Disney theatrical animation? How long until it looks pretty much photo-realistic? I think a lot of gamers would be turned off if they were playing something like Doom except with the violence level as real as a soldiercam in Iraq. I think there could be a trend away from photorealism for precisely that sort of reason.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne