Houston Chronicle

Realistic artificial intelligen­ce can make games — or break them

- By Marco Santana |

ORLANDO, Fla. — As Central Florida’s videogame community enters the virtual-reality era, specialist­s and artists who can create fantasy worlds will be in higher demand.

Video games often try to transport players to a virtual world, whether it’s a land of wooden zombies or a virtual representa­tion of Orlando’s Amway Center.

But profession­als say the illusion fails if the game’s artificial intelligen­ce doesn’t realistica­lly react to game situations.

“It’s about creating believable characters and believable decision-making,” said Sean O’Brien, executive producer for the NBA Live game at Electronic Arts Tiburon studio in Maitland, Fla. “If it can evolve to match your game-play style and keep you immersed, (AI) can be the most powerful tool we have to actually attempt to do that.”

Last year, Fortune ranked Florida No. 6 in the country for video-game developmen­t, and the Orlando area is a large part of that. The city is home to popular video-game programs like the University of Central Florida’s Florida Interactiv­e Entertainm­ent Academy, Full Sail University and DAVE School on Universal Orlando Resort property.

When you add in Orlando’s defense industry, which also uses the same AI principles, the result is a community loaded with AI programmer­s. The Florida High Tech Corridor estimates that the modeling and simulation industry employs more than 30,000 people in Central Florida.

Giving characters distinct personalit­ies and behaviors is one way artists work alongside programmer­s to perfect the illusion. AI also helps match the game to a player’s skill level, said O’Brien, who estimated that 10 percent of a given developmen­t team at Electronic Arts focuses on AI.

EA’s games evolve constantly as companies offer downloadab­le content year-round that can update player rankings.

For example, if Orlando Magic guard Victor Oladipo gets on a hot streak in the real world, gamers’ perception­s of him improve, meaning programmer­s will likely update his player rankings.

“The expectatio­n is based on the real-world NBA now,” said O’Brien, whose company uses the same statistica­l database used by the NBA. “If you cannot update content throughout the course of the year, you’re outdated.”

In adventure games, each non-player character — that is, those not controlled by a human player with a controller —is programmed within an elaborate decision tree that governs its actions.

A wooden zombie in Steamrolle­r’s “Deadwood: The Forgotten Curse,” for example, knows to attack the player when he comes within a specific distance.

But if he instead sees a scarecrow nearby, he turns to attack it, creating a strategic opportunit­y for human players to learn as they play. The game follows a main character who is also followed by a buddy character, which introduces even more elaborate challenges for programmer­s.

“The more a player interacts with a non-player character, the more important solid AI becomes,” said Keith Lackey, a programmer with Steamrolle­r Studios.

As games grow in complexity, so do the capabiliti­es of programmer­s.

The competitiv­e nature of most game players is the driving force for innovation in the field, said Rick Hall, who leads FIEA’s game production program.

“When you can build in there a decision-making that makes it feel more human, it’s more enjoyable,” said Hall, who worked on games for the Nintendo 64, Playstatio­n and Playstatio­n 2 platforms. “We don’t like to think we are beating a dumb computer. We like to think we’re beating a smart human.”

In the defense industry, beating that smart human could be a matter of life and death. It’s similar to a video game, but the mission is more important.

“When you want to train somebody, the problems you face are very similar,” said Kevin Dill, who is on Lockheed Martin’s group technical staff. “You want to create an experience that will make them learn something or something that will drill home a particular point.”

That means sometimes creating characters who make mistakes that real people would make, offering a trainee a chance to respond to those mistakes, Dill said.

“In simulation, the bar is a little higher,” he said. “It’s very important that our simulation­s are realistic so we don’t mis-train our soldiers.”

Building an AI decision tree requires programmer­s to constantly test and reprogram characters.

“It all works together to create the experience of a video game,” said Phil Bias, a 3D artist and programmer at Orlando’s Outhouse Games “It’s fun to make something that makes something else feel like a human.”

 ?? Ricardo Ramirez Buxeda photos / Orlando Sentinel ?? Character drawings of “Deadwood: The Forgotten Curse” videogame at Steamrolle­r Studios. Orlando video game pros say artificial intelligen­ce in the industry has come a long way since four colorful Pac Man ghosts were programmed with innate personalit­ies.
Ricardo Ramirez Buxeda photos / Orlando Sentinel Character drawings of “Deadwood: The Forgotten Curse” videogame at Steamrolle­r Studios. Orlando video game pros say artificial intelligen­ce in the industry has come a long way since four colorful Pac Man ghosts were programmed with innate personalit­ies.
 ??  ?? Keith Lackey, technical Supervisor of Steamrolle­r Studios, says its important to build characters who can make choices based on different scenarios.
Keith Lackey, technical Supervisor of Steamrolle­r Studios, says its important to build characters who can make choices based on different scenarios.

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