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GS: So did they propose the idea to you?
WY: Yeah, they asked AiLive if we could do something about the
difficult situation with coding.
GS: Why didn’t Nintendo do these tools in house?
WY: (laughs) Well really, I don’t think these are the kinds
of tools that just anyone can do. I think we’re way ahead
of the industry. This is some deep, deep, deep science. It’s
very specialized.
GS: Can you explain how it actually works?
WY: One of our core technologies is context learning. Context
learning is basically the ability to let one or many sensors play
together, and learn together. We stick an artificial intelligence
brain into as many sensors as you want to use, and then you can,
through the sensor, set input. And Wii basically learns. So you
can train the AI brain. We have this technology for game characters – you
can use an AI brain for game characters, you can put one or thousands
of these AI brains into characters, and then the designer only
has to train them by example.
So how do we do this? We take an AI brain and stick it into a
Wii remote. Et voilá! The rest is what you see.
GS: Are you talking about a physical kind of sensor, or in code?
WY: It’s any kind of sensor. Either one, or multiple. It
can be radar, or multiple radars, or infrared, or gyro, or all
kinds of sensors.
GS: So how do you demonstrate what the remote should be able to
do? How do you use this tool to create controls?
WY: The game designer demonstrates, and the AI brain will learn.
It just does what the designer wants it to do.
GS: They take this remote, demonstrate the actions, and this is
recorded somehow?
WY: Then the brain learns, yeah. You’re basically training
it.
GS: Can you give a specific example of something you might be
able to do?
WY: Almost anything. Anything you can conceive with the limitations
of the hardware. If you have the Wii remote in your hands, whatever
you want to do, Wii will be able to do it.
For example if a game designer wants to tape the Wii remote to
peoples’ feet, and try to do a kickboxing game, the Wii can
play along with how you kick, the direction, the speed, how much
force you use, and so on. So basically you can train it however
you want. It will learn.
GS: So if the game designer places some examples of kicks,
then the Wii can compare this to future users’ kicks?
WY: Yes, when the player plays, the Wii can determine the direction
and speed and everything.
GS: So it learns by example, and that’s output as
code?
WY: Yeah, it outputs for game code. Wii really is an analog controller.
Today’s traditional analog controllers, I personally really
don’t like. They’re really digital. But in the natural
world, there’s nothing digital about it – everything
is analog. The Wii remote has some digital, but also some truly
analog parts. Analog control is what the natural world is all about.
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