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Mateas, Michael

<p>Oct 22, 2009 11:17 AM

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I met at AIIDE 2009 at Stfd in Oct 2009. &#160;v cool guy... gave keynote.

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<b>The Photoshop of AI</b>

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(My idea - &#160;so you want a talking Avatar of a human... how abt a talking Avatar of an animal,

designed with the purpose of being a PR rep for its race. &#160;It would make the case for

its survival or tell its story.)

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Is there a core of AI that can be placed on a pallete &#160;like &#160;Photoshop tools.

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His answer is basically NO... &#160;intel. &#160;is immense collection of tools; &#160;the AI space is MUCH LARGER

than the graphic art space..

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Graphics is just &#160;wireframes &#160;polygonal &#160;models then covered with a textured skin... &#160;a decompositon of a picture.

(Bob: &#160;how abt &#160;states and actions)

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Video games are &#160;technology + &#160;aesthetics + interactivity.

(see Grace and Trip below)

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Must have a simple decomposition &#160;eg &#160;a &#160;Bezier curve/ spline was it for &#160;text decomp &#160;(Adobe: &#160;LaTex)

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but &#160;AI &#160;decompos. is an epic &#160;FAIL.

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Chris &#160;Hecker's &#160;prediction was that there is a structure style decomposition for &#160;AI.

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Style will not depend on structure.

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Current state of AI authoring is &#160;fragile. &#160;see &#160;Damien Isla &#160;talk on the cruise &#160;FDG 2009.

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MATEAS: &#160;simple decomposition of AI is a MIRAGE

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AI has been underestimated

underestim &#160;&#160;Visual Arts role in games

3) &#160;problem of &#160;CONDITIONAL EXECUTION has been greatly underestimated.

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look at &#160;SuperMario or Quake &#160;(older, rel simple games)

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NPC is a nonplayer character; &#160;FSM guards &#160;(fin. state machine)

NPCs are statistics based.

Knights of the Old Republic &#160;(a Star Wars game) &#160;&#160;complex, &#160;non-linear.

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Most recent is &#160;Left 4 Dead

needs common sense reasoning.

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the graphic decompos &#160;problem is &#160;a &#160;TINY LITTLE PROBLEM

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AI is a &#160;GIANT MONSTER &#160;with many solns

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Graphics is a problem that was solved in the RENAISSANCE (the perspective problem) &#160;&#160;a single problem.

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AI is abt the expression of intelligence &#160;he recom the book &#160;EXPRESSIVE PROCESSING by Noah Wardrip-Fruin

Brown PhD thesis 2006 &#160;see the pdf online.

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How about PhotoshopS of AI... decompose &#160;AI into subtypes in just the same way that there are difft genres of

video games

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SIMS &#160;Football &#160;City &#160;RPG dialog &#160;Shooter

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AI is a CONDITONAL PROCESS EXECUTING <b>OVER TIME.</b>..

Bob note: &#160;achieving complex goals in a complex, &#160;CHANGING environment.

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Spore, &#160;Galactic Adventures &#160;... user generated models

Spore Quests.

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Michael (not Mike) &#160;says &#160;there were no predig. artisits... WRONG &#160;there are novelists, script writers, screen paly.

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CODE &#160;(unlike art) is not blendable... &#160;Big constraint... the Artifact must be executable.

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ABL &#160;reactive planner; &#160;&#160;data driven vs scripted. SEE the HTN paper &#160;(Warcraft ABL Planning HTN)

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Quality of Story is important as is Drama Management;

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Richard Evans in Sims3... &#160;he turns it over to designer rules;

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social practices library; &#160;context model.

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GAMES PEOPLE PLAY; &#160;Goffman &#160;dramaturgical analysis; &#160;Sex and the City.

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<b>Rituals</b>: &#160;things we do at bed-time; &#160;social rituals - hand-shaking, funerals, initiation rites.

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<b>Pastimes</b>: &#160;a diversion; &#160;sailing; gambling; &#160;a hobby; &#160;that which amuses, diversion, sport, game.

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Library of Social Games: &#160;

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sadness, joy, disgust, surprise,&#160;anger, fear, &#160;others: &#160;concentration, desire, excitement, glare

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Michael Mateas is designing an undergrad curriculum or major for &#160;AI-based game design.

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