Bangkok Post

IMAGINE THAT!

AI may help design your favourite video game character

- SHANNON LIAO TIMES COMPANY Times.

Intrigued by the potential that generative artificial intelligen­ce holds for video game design, the studio Blizzard Entertainm­ent has trained an image generator on its own hit titles. By feeding assets like the combative orcs of World Of Warcraft, the macabre dungeons of Diablo and the vivacious heroes of Overwatch into the machine, Blizzard can effortless­ly produce concept art for new ideas.

Because generative AI creates art faster than any human can, studios like Blizzard, a division of Activision Blizzard, are hopeful that the technology can cut out some design and developmen­t drudgery and make the creation of video games more fun.

Blizzard’s chief design officer Allen Adham told employees about the initiative last month in an email obtained by The New York Times. Its internal tool is called Blizzard Diffusion, a riff on Stable Diffusion, one of the popular image generators that enables anyone to turn text into art.

“Prepare to be amazed,” Adham wrote, adding: “We are on the brink of a major evolution in how we build and manage our games.”

Generative AI, the technology behind tools like ChatGPT and Midjourney, uses considerab­le computing power to identify patterns in text or images and produce new content from the data.

Some researcher­s are wary of the technology, warning of copyright abuses, job displaceme­nt, and its potential to help the spread of false informatio­n. But video game developers, already relying on AI so that nonplayer characters can make humanlike decisions, believe that harnessing generative AI can speed up the creative process in a labour-intensive industry plagued by delays.

There is a gaming AI division at Microsoft, which makes the Xbox console, and Ubisoft has built a tool called Ghostwrite­r that could produce basic dialogue for franchises like Assassin’s Creed. Several start-ups say their technology can make it easier to design the look of the nonplayer characters, known as NPCs, that give video game worlds heft.

Chris Lee, the former studio head of Halo Infinite at 343 Industries, said generative AI could improve game developmen­t by reducing the human toil required to make an enormous open-world game.

“Game developers have never been able to keep up with the demands of our audiences,” said Lee, who is now the head of immersive technologi­es at Amazon Web Services.

Halo Infinite was supposed to be the flagship launch game for the Xbox Series X in 2020, but its graphics were derided by fans as flat and ugly after an eight-minute preview was released. The studio ultimately delayed the game for another year.

The game’s developers were miserable, Lee said, because even working on placeholde­r encounters required slowly moving pixels frame by frame. “To load this giant world, it’s painful, it’s like specialise­d data entry.”

Generative AI could also streamline quality assurance testing. At a recent conference for game developers, Kate Rayner, technical director for the Coalition, the studio behind Gears Of War, talked about how AI could be used to catch bugs and glitches so players would see fewer crashes on launch day.

The internal email about Blizzard Diffusion said it was being used to help generate concept art for game environmen­ts as well as characters and their outfits. It also mentioned possible tools for “autonomous, intelligen­t, in-game NPCs”, “procedural­ly assisted level design” and AI-assisted “voice cloning”, “game coding” and “anti-toxicity”.

Ghostwrite­r, Ubisoft’s AI dialogue tool, was a request by writers who faced the daunting and sometimes tedious task of filling openworld games with more than 100,000 lines of dialogue, the company said.

Many of those lines are the background chatter of characters that help simulate a living world; one mundane interactio­n may require a dozen or more variations.

In a promotiona­l video for Ghostwrite­r, an employee begins with the prompt, “I used to be an adventurer like you”, (a nod to an infamous line in Skyrim) and hones several suggestion­s by the AI, including, “I was once the most talented and famous adventurer in the land” and “I remember when I was young and strong”.

These simple lines of dialogue have been a way for people to start careers in video game writing, and developers argued on social media that automating these tasks could threaten such jobs. Simon Johnson, an economist at the MIT Sloan School of Management who has a new book about the impact of automation, said it was a bad idea for tech companies to invent algorithms that mimic humans.

“We should be focused on machines that help humans improve human capabiliti­es, rather than displacing people,” he said.

Yves Jacquier, the executive director of Ubisoft La Forge, the research and developmen­t team responsibl­e for Ghostwrite­r, said there had been a similar but unfounded fear that video game animators would be replaced when motion capture was introduced decades ago.

“While the future may involve more technology, it doesn’t take away the human in the loop,” Jacquier said in a statement. “Artists, writers and coders will always be at the heart of the developmen­t process, and while AI can now do a better job at assisting creators in their workflow, it’s the artistic vision and perspectiv­e of individual­s that are essential in the creation of games.”

Another inescapabl­e concern about AI-produced content is copyright. In one high-profile lawsuit, Getty Images has accused Stable Diffusion of scraping 12 million images from its photo database.

Employees of Activision Blizzard received an email this month from Michael Vance, its chief technology officer, that warned them not to use the company’s intellectu­al property with external image generators. (Microsoft is looking to purchase Activision for nearly $70 billion, but regulators want to block the deal.)

“These new tools come with new and unknown risks, and we will proceed carefully to avoid pitfalls,” Vance wrote in the email, which was obtained by the © 2023 THE NEW YORK

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