Gamer Space
by Larry Heyl aka Hairy Larry
Here's a concept for an AI gamer space or animation engine for use in any creative project.
A scenery is created for example a meadow with some trees and shrubs. The scenery is created using graphic assets and can be placed by a person or by the AI engine. A camera is set to view the scenery and display it on the computer screen. The camera would have an xyz location and a direction vector. All of this is well established gaming and animation software technology.
Characters are created. An artist would draw the concept for the character. Several faces would be drawn showing different expressions. An animator would draw several sequences, running, walking, jumping, swimming, fencing. This concept art would be fed into a heuristic AI software that would be taught how to animate that character. Additional characters would be drawn and the software would be taught how to animate them.
Monsters and animals would also be created.
---
I am now going to discuss this technology from a gamers perspective. I think it's potential use in other animation projects will be obvious.
Let's say there are two adventurers warming themselves by a fire while they discuss their plans for storming the castle. Each player's computer screen is generated by a camera that gives their character's view of the scenery, trees, bushes, campfire burning right in front of them.
The DM tells the software that from behind a tree an Orc jumps into view on the other side of the fire. The software animates the Orc surprising the adventurers. They each say "I jump back drawing my sword/axe/etc. The software uses voice recognition software to determine the players intent and generates the animation sequence showing the action. The players screens reflect their change in perspective and the actions of the other characters and the Orc.
The DM says, "Roll for initiative."
---
This project is certainly beyond my abilities but I don't actually think it's beyond current technology. The most difficult part might be the parsing of the players language. This could be made easier by having the characters type in their actions but that may not be necessary. I think either way, speaking or typing, the players will have to adapt their language to an English like coded instruction. "I back up 3 steps and draw my sword." could be easily parsed. Players will quickly learn which instructions work and which don't.
The project also requires many skill sets. Artists and animators, graphics, database, and AI coders working together. I think this could be best accomplished as an Open Source project where people with these skill sets could volunteer to contribute knowing that their work would remain free as in libre.
So I am licensing this article CC BY, Creative Commons Attribution. Distribute it freely, enhance it if you wish, but keep my name attached. If anyone ever does start a project like this I would definitely like to know about it.
The Wall