Below is the text of a New
York Times Arts article from June 7, 2005 - the original
article is now in the New York Times pay archive.
Redefining the Power of the Gamer
By SETH SCHIESEL
Published: June 7, 2005
MARINA DEL REY, Calif., June 3 - Standing outside the apartment
on Thursday, Walter could hear the barbs and retorts of a failed
marriage's final throes.
Walter's friends, Grace and Trip, had invited him over. Now,
though only every third word seeped through the door, Walter
could hardly mistake the bickering.
At Walter's knock the voices stopped. The couple adopted brittle
masks of happiness. But as their banter moved from Trip's new
bartender set to recent Italian vacations to Grace's latest
apartment makeover, the couple gradually returned to the needling
exchanges of domestic strife.
As Grace and Trip retreated to opposite sides of the living room,
sniping about old grievances, Walter appealed to the couple's
loyalties, trying valiantly to reconcile his friends.
This is the future of video games. In their modern riff on
"Who's Afraid of Virginia Woolf?" Walter was the only
human. Grace and Trip were virtual characters powered by advanced
artificial intelligence techniques, which allowed them to change
their emotional state in fairly complicated ways in response to
the conversational English being typed in by the human player.
It was one version of the future here this past week at the first
Artificial Intelligence and Interactive Digital Entertainment
conference. It is a future where games are driven as strongly by
characters as combat, where games are as much soap opera as
shooting gallery and as much free-form construction set as
destruction arena. The apartment drama, a 15-minute interactive
story called "Facade" that is scheduled to be released
free next month (interactivestory.net),
was one of the demonstrations offered to the roughly 120 game
makers and academic computer experts who attended.
"As we try to create more immersive experiences, these
artificial intelligence techniques are helping drive games
forward and this is one of the areas that could really
explode," Bing Gordon, chief creative officer at Electronic
Arts, the No. 1 video game company, said after his talk Wednesday
night. "We hope that the folks here start thinking about
artificial intelligence as a feature, like graphics is a feature
or sound is a feature."
While the adaptability and behavioral subtlety in recent classics
like "Black & White," "Sid Meier's Alpha
Centauri" and "The Sims" have impressed gamers
with their seeming-intelligence, those titles have been but an
early step.
"For a long time, games have been judged largely on their
graphics," said Ian Lane Davis, a conference organizer and
chief executive of Mad Doc Software, which recently created the
well-received Empire Earth II, a real-time strategy game.
"The graphics hardware is now getting powerful enough that
basically everything looks good now. So what is starting to
differentiate games is what is happening inside the characters,
how the opponents behave and make plans, how comprehensively and
realistically the worlds respond to what the players want to
do."
"At the same time," he added, "players are
demanding a lot more freedom. Often they don't want to be put on
a roller coaster track that just takes them along one path, no
matter how entertaining that one path may be. They want a range
of choices and they want those choices to matter in creating the
overall experience. You put together all of these demands, and
that's why you're seeing all of this attention now on artificial
intelligence in games."
Outside the game world, the term artificial intelligence is used
to label technologies as disparate as air traffic control systems
and automated vacuum cleaners. At the conference, much of the
discussion was about specific game activities that, to a human,
would seem more intuitive than rational, like using
conversational language.
But one of the broadest and most powerful approaches to
artificial intelligence may be one that does not focus on
determining specific behaviors. ("Does the computer general
know that it should use tanks and artillery together?")
Rather, it is a move to structure programs so that they absorb
available information and then generate their own strategies to
achieve sometimes-contradictory goals ("protect the
hostages" versus "kill the enemy," for instance).
Traditionally, game programmers have created activity through
explicit if-then statements: if the player attacks the castle,
then send pikemen to defend it; if the player corners the market
on wheat, then invest in corn. That process is known as
scripting. But what should the computer do if the player takes an
action that is not in a script?
"The problem now is that the worlds are so complex and the
variety of potential actions so vast that trying to direct the
environments and the behaviors of computer-controlled agents
through traditional scripting can become unmanageable," Jeff
Orkin, an artificial intelligence programmer at Monolith
Productions, said between sessions.
Three years ago, Mr. Orkin worked on Monolith's campy "No
One Lives Forever 2," set in the 1960's. Now he is working
on "F.E.A.R.," a game scheduled for later this year.
"We used to manually lay out all of the steps that an agent
would take: do this, then do that, and if this other thing
happens then try this," Mr. Orkin said. "Now we tell
the agent: here are your goals, here are your basic tools, you
figure out how to accomplish it."
"For example, let's say you the player are running down a
hall and an enemy is pursuing you," Mr. Orkin said.
"You get to a door and slam it behind you. The enemy replans
and tries to kick it in, but if you hold it closed with your
weight he will replan again and maybe come around and dive
through a window. In the past, the programmer would have had to
explicitly code each of these steps. Now, you put the character
in the building and it figures out a plan on its own."
As put by Chris Crawford, a legendary game designer of the 1980's
who now focuses on interactive storytelling technology: "As
a game designer you are an absolute god. One kind of god says,
'O.K., now this leaf will fall a little bit here, and then this
wind will blow a bit over there.' The other kind of god says,
'Here are the laws of physics. Go for it.' "
That conceptual leap from designer-as-determinist to
designer-as-prime mover is what has made both the "Grand
Theft Auto" and "The Sims" series so popular. The
challenge is that even as gamers have come to expect more freedom
in their virtual environments, they have also come to expect more
explicitly directed cinematic moments, like the D-Day invasion
scenario in "Medal of Honor," where players can feel as
if they are living a movie.
"There is a real tension between wanting to handcraft the
experience to generate a specific emotional response and wanting
to allow a more open-ended environment so the player feels they
are in control," said Doug Church, one of the designers
behind the highly regarded "Thief" and "System
Shock" series. "Artificial intelligence will help us
bridge the two."
But perhaps that bridge will run in unexpected directions. Until
now, artificial intelligence has often involved making computers
accessible to humans. With his new project, "Spore,"
Will Wright of "The Sims" fame means to invert that
concept.
"Until now, artificial intelligence has usually meant that
the human creates or perceives a model of how the computer makes
decisions," Mr. Wright said. "But what if the computer
is instead analyzing the player, and the program is customizing
the experience based on the internal model it has created of the
human?"
"Spore" is meant to tailor a species' entire
evolutionary experience - from amoebalike gene pattern to
intergalactic emperor - to each user's individual play style. In
that sense, future generations of games may process humans just
as intensively as humans are playing the software. But not to
worry, Mr. Church said: "We have a long way to go before we
get there."