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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.'"

2 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. 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.