Stanford Conference Explores the State of AI
Gamasutra (11/03/08) Kline, Dan
International artificial-intelligence (AI) developers and researchers showcased their latest work at the annual Artificial Intelligence and Interactive Digital Entertainment (AIIDE) Conference at Stanford University. The AIIDE conference focuses on bringing AI game programmers together with AI academics to share research findings and discuss future collaboration opportunities. The three-day conference featured 30 talks on a variety of topics, including non-player character reasoning, designer tools, and procedural dialogue creation. Steve Rabin, Nintendo developer and AI Game Programming Wisdom editor, gave an overview of where game AI comes from, where it is going, and why conferences such as AIIDE are important. Rabin cited several recent landmark developments, such as Nintendo's universal speech recognition technology, F.E.A.R., and its enemy planning system; Forza's use of neural nets to manipulate cars; and Facade's interactive story and language processing technology. Rabin also discussed the challenges the industry is facing, including rising costs, greater risks, and improved CPU power and the industry's inability to find a strong AI to use that power. Borut Pfeifer, lead AI programmer on Electronic Arts LA's Project LMNO, focused on the problem of creating believable human characters. Pfeifer wants characters to be understandable and intelligent, identifying six key human qualities AI should express: conflicting motives, reactions, attention, meaning, emotional simulation, and physicality.
http://gamasutra.com/php-bin/news_index.php?story=20917
New Way of Measuring 'Reality' of Virtual Worlds Could Lead to Better Business Tools
North Carolina State University (10/29/08) Shipman, Matt
North Carolina State University researchers led by professor Mitzi M. Montoya have developed Perceived Virtual Presence (PVP), a tool that enables businesses to design more effective online virtual worlds for training employees and collaborating on projects. PVP enables users to measure how "real" virtual worlds are. Moreover, PVP takes how users interact with the virtual environment, with their work in that environment, and with other users, all into consideration. "This is an important issue because we believe that if users feel they are 'present' in the virtual world, they will collaborate better with other members of their team--and the more effective the virtual world will be as a setting for research and development or other collaborative enterprises," Montoya says. "An increased sense of presence in the virtual world leads to better comprehension and retention of information if the technology is being used for training purposes, and trainees are happier with the process."
http://news.ncsu.edu/news/2008/10/wmsmontoyavirtual.php
斯坦福大学举办的年度AI与互动数字娱乐会议聚焦游戏AI的最新进展与挑战,包括非玩家角色推理、设计工具及过程对话创建等。此外,北卡罗来纳州立大学研究者开发了一种测量虚拟世界真实感的新方法,旨在提高在线虚拟世界的培训效果和协作能力。


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