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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.'"

20 of 87 comments (clear)

  1. For those that haven't seen it... by LiquidCoooled · · Score: 5, Funny
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    liqbase :: faster than paper
  2. 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. 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 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.

    2. 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.

    3. 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.
  4. 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.

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

    I agree, especially with the people!

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    Beware: In C++, your friends can see your privates!
  6. 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?

      -

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      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  7. 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.

  8. 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.

  9. 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
      --
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  10. 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.
  11. 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.

  12. 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.