Contents
Uncanny AI: Artificial Intelligence In The Uncanny Valley
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Uncanny AI: Artificial Intelligence In The Uncanny Valley
by David Hayward
0 comments
Share RSS
 
 
May 30, 2007 Article Start Previous Page 4 of 4
 

Asperger’s syndrome is a less severe part of the spectrum, in which people generally show some form of above normal mental ability coupled with somewhat obsessive interests, and are somewhat disconnected and uncomprehending of the emotions of those around them. It's sometimes claimed that Albert Einstein had Asperger’s.

In its high specialization and complete inability to understand people, game AI shows very similar symptoms to people on the autism spectrum. It doesn't really have a place on the spectrum itself though, because it breaks out of the far end, being so narrowly active and empathically blind as to be beyond autistic.

Advertisement

The more comprehensive it gets though, the less machine like it seems and the closer it comes to behaving like a particular subset of unusual human beings. Advanced AI will probably follow a reverse trajectory down the autism spectrum before it really fools us.

As a result, I suspect that consultation with and evaluation by psychology departments may become relevant to game AI in the coming years, given that they're the most comprehensive resource in existence on human behavior,

Psychology generally has a hard time, often being accused of unscientific practice, and psychiatry is also accused of prejudice in the way it defines certain things as disorders. Psychology has been through so many upheavals, and has so many schools and movements, that to even define it as a single thing can seem like a stretch sometimes.

Furthermore, despite over a century of study, much of the human mind and brain remain a black box to us. We see what is going on from the outside, but have so far had only limited ability to measure and peer into what's going on internally.

This is where game developers are going to have some significant advantages over psychologists. If looked at from the point of view of hard data and proven theories, psychology is very difficult to penetrate.

However, where a scientist must test, measure, revise and prove things, game developers can simulate and create systems. Looked at in terms of unproven theories, psychology is a smorgasbord of ifs, maybes, and analytical skills rather than hard facts.

A lot of what we intuitively know about people remains immeasurable because of limitations on our technology and knowledge. For instance, the positive and negative valence of emotional states in others is obvious to most people through facial expression, voice intonation, posture, and so forth, yet none of these constitute an impossible to fake, objectively reliable measure, and magnetic resonance imaging has not yet reached a fine enough resolution to allow sufficient neurological observation.

While reliable enough for everyday interaction, the signs we read by second nature are not absolute. It is our unconscious knowledge of how humans behave that enables us to pick out the good fakes, and bringing that knowledge to light will take a lot of study and analysis.

Comprehensive knowledge of the mechanics upon which human behavior operates is a tall order, but luckily, while still a mountain we're yet to scale, a well informed AI performance is not so ambitious. By building towards more convincing AI, game developers are not becoming scientists, merely better magicians.

 
Article Start Previous Page 4 of 4
 
Comments

none
 
Comment:
 


Submit Comment