Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Uncanny AI: Artificial Intelligence In The Uncanny Valley
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Blizzard opposes Valve Dota name registration
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
CCP - North America
Animation Director
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
 
Treyarch / Activision
Lighting Artist, Cinematic
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [41]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Uncanny AI: Artificial Intelligence In The Uncanny Valley
by David Hayward [Game Design]
Post A Comment Share on Twitter Share on Facebook RSS
 
 
May 30, 2007 Article Start Page 1 of 4 Next
 

I ring the bell and Trip answers the door.

"How's it going asshole?", I ask, and instantly his face falls. My mouth opens and I feel a quick spike of guilt before telling myself he's not real. In silence, with a heartbreakingly sad look, Trip slowly shuts the door in my face. Well that was new. I reload.


I expected the AI to break, not look like a kicked puppy at the right moment. On each run through Façade it pushes back at me a little, marginally understanding a bit of what I'm doing and saying. It does feel broken, but within a small and repetitive setting it keeps on creating microscopic and novel bits of emotional engagement. All of those fall to experience eventually: my unconscious gradually catches up with my conscious knowledge, learning that Trip and Grace are things, not people.

The ability of things to fool us is often a question of resolution. Something that can fool you at a glance will not stand against a close look or a prolonged gaze. Spend long enough watching a magician doing the same trick, or see it from the right vantage, and eventually you'll unravel it.

This goes for CGI imagery of people, such as photo-realistic vector art or 3D models. What looks incredibly realistic at a distance may not under closer scrutiny. When we’re accustomed to or expectant of it, a lack of detail can be stylistic to the point of being painterly, but when unexpected it can pitch a nearly photographic representation headlong into the Uncanny Valley.

The valley has enjoyed widespread discussion in relation to the appearance of CGI humans over the past few years, and while thinking about it recently, the very worst moments of my social life flashed in front of me interlocked with thoughts of some of the best game AI. I now think that the uncanny valley applies to behavior too.

There's a small minority of people who are consistently strange in particular ways. You've probably met a few of them. Human though they are, interaction with them doesn't follow the usual dance of eye contact, facial expressions, intonations, gestures, conversational beats, and so forth. For most, it can be disconcerting to interact with such people. Often, it's not their fault, but even so the most extreme of them can seem spooky, and are sometimes half jokingly referred to as monstrous or robotic.

I don't mean to pick on them as a group; nearly all of us dip into such behavior sometimes, perhaps when we're upset, out of sorts, or drunk. Relative and variable as our social skills are, AI is nowhere near such a sophisticated level of interactive ability. It is, however, robotic. Monstrous and sometimes unintentionally comedic; the intersection of broken AI and spooky people is coming.

The problem is compounded by the fact that there's no way to abstract behavior or make it "cute". Cuteness is visual, so by rendering it as a cartoon even the repellent appearance of an ichor-dripping elder god can be offset. In a similar way, by its visual characteristics a Tickle Me Elmo doll pushes a lot of our "cute" buttons. However, when it's set on fire and continues to giggle, kick it's feet and shout "Stop! Stop! It tickles!" while it burns into a puddle of fuming goo, it seems horrific, profane and hilarious by turns.

That’s programmed behavior pushed out of context, and the highly specialized fragments of AI currently integrated into video games easily break in the same way when they stray from their intended stages.

Strange or sick behavior can't be abstracted into a cuter, more appealing version of itself unless it's made burlesque, naive, or consequence free, and of course this would have drastic narrative effects. While a story can be told through any number of sensory aesthetics, behavior itself works through time, its meaning often independent of representation. That's extremely important for interactive media.

 
Article Start Page 1 of 4 Next
 
Comments


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.