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Deliberately
Unsupervised
Playground
Milan Ličina
17.11.2022 | Pandora Conference | Belgrade, Serbia
Introduction
● Creative technologist
● Specialized in new media and real-time content design and development
● Early adopter of game engines as a non-game development creation platform
● Focused on immersive technologies and interactive audio-visual experiences
● PhD candidate
● Assistant Professor @ Metropolitan University Belgrade
Introduction
But, most importantly
● Creative technologist
● Specialized in new media and real-time content design and development
● Early adopter of game engines as a non-game development creation platform
● Focused on immersive technologies and interactive audio-visual experiences
● PhD candidate
● Assistant Professor @ Metropolitan University Belgrade
Passionate about intersection
of art and technology.
Cast (in order of appearance):
● Roommate with five pets.
Supica (Soup) Knedla (Dumpling) Kari (Curry) Kim & Zrno
(Caraway & Grain)
AI &
GAMES?
01
Digital experiences &
MACHINE LEARNING?
02
AI tools for
CONTENT GENERATION?
03
AI &
GAMES?
01
Or digital experiences
in its core, game AI
IS ABOUT PERCEPTION*
in its core, game AI
IS ABOUT PERCEPTION*
* in context of the game world
Practical use of Artificial intelligence in games is, largely, oriented towards
implementing several approaches for controlling Non-player characters (NPCs).
Most importantly, these techniques tell the engine exactly how a NPC should interact
with the game world in your scene (including player, being peer or opponent).
Some of these aspects are commonly taken care of through
pathfinding or state machines.
01 AI & Games
☹️
Also, in world of real-time graphics, we are in a never-ending pursuit of optimization, so
many of commonly used techniques for AI are still in experimental phase.
☺️
Also, in world of real-time graphics, we are in a never-ending pursuit of optimization, so
many of commonly used techniques for AI are still in experimental phase.
But we believe it will change.
Game engines are now actively
using machine learning to optimize and improve
RENDERING PIPELINES
And there are interesting experiments with style transfer post-processing effects.
Pathfinding
is the shortest route between two points.
01 AI & Games
NAVIGATION MESH
Tells agents where they can walk (climb, jump etc.),
and are generated at runtime.
Pathfinding
is the shortest route between two points.
01 AI & Games
Agent
Starting point Destination point
Pathfinding
is the shortest route between two points.
01 AI & Games
Pathfinding
is the shortest route between two points.
01 AI & Games
perception
Often used to control
simple patrols of our
agent
And even more with
STATE MACHINES
“Westworld”, screenshot, © HBO
In production, controller is often used as the “Mind”.
And it is used to direct:
01 AI & Games
● Perception
● Pathfinding
● Behaviour tree
The behaviour tree is the
DECISION MAKER
But, in order to have believable animation changes, it is necessary to use motion
matching and animation blending.
Often from different animation segments that are masked on a single skeletal mesh (f.e,
when talking about bipeds)
01 AI & Games
But, in order to have believable animation changes, it is necessary to use motion
matching and animation blending.
Often from different animation segments that are masked on a single skeletal mesh (f.e,
when talking about bipeds)
01 AI & Games
● Smooth animation changes
● Believable motion
● Accurate reactions
But, in order to have believable animation changes, it is necessary to use motion
matching and animation blending.
Often from different animation segments that are masked on a single skeletal mesh (f.e,
when talking about bipeds)
01 AI & Games
● Smooth animation changes
● Believable motion
● Accurate reactions
● Production scalability
● Control over animation
● Animation file size
Digital experiences and
MACHINE LEARNING
So, in the future, our projects can and will, for sure benefit from concepts of
02
State machines will not be replaced soon, but
in terms of complexity might be augmented with use of
reinforcement learning
02 Digital experiences and machine learning
State machines will not be replaced soon, but
in terms of complexity might be augmented with use of
reinforcement learning
02 Digital experiences and machine learning
Since our intention as players is driven by winning, it could make sense to create
agents that are supposed to play against humans with reinforcement learning as
they are equally and fundamentally goal-directed.
02 Digital experiences and machine learning
Get
current state
Initialize
Predict
best action
Perform
action
Get
the reward
Update
Q-table
So,
it takes some time :)
Rome wasn’t built in a day (because there was no pre-trained model)
In order to achieve realistic interaction with agents in digital environment, we need to
identify challenges, which may be, but are not limited to:
● Exploration
● Dialogue
● Object or environment handling
02 Digital experiences and machine learning
In order to achieve realistic interaction with agents in digital environment, we need to
identify challenges, which may be, but are not limited to:
● Exploration
● Dialogue
● Object or environment handling
02 Digital experiences and machine learning
For exploration, we could use pathfinding.
When it comes to dialogue - natural language processing.
Interacting with scene sounds like good task for reinforced learning.
As real-time interactive content creators,
it is our goal to define what the agent’s observation
space must include so it can define
strategy to earn a
reward.
AI tools for
CONTENT GENERATION
In the end, although they use very advanced and cutting edge tech, our agents are part of the content.
03
One of the recent questions
with these rising tools is
“are they going to
replace the artists?”
And, of course, the answer is no.
03 AI tools for content generation
Content creators actually got an extra role. Maybe it can be called
creative prompt designer?
realistic action hero mix of cyborg and wolf cinematic style
prompt:
Paradigm shift is that now artist can become curator. Precisely, we have to further develop the ability to
articulate our ideas to the machine.
podcast.ai
Would you trust
AI merchant in
metaverse?
Question:
THANK YOU
milan.licina@metropolitan.ac.rs
www.milanlicina.com
linkedin.com/in/milanlicina

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Deliberately Unsupervised Playground - AI in Games, Digital Experiences and Content Generation

  • 2. Introduction ● Creative technologist ● Specialized in new media and real-time content design and development ● Early adopter of game engines as a non-game development creation platform ● Focused on immersive technologies and interactive audio-visual experiences ● PhD candidate ● Assistant Professor @ Metropolitan University Belgrade
  • 3. Introduction But, most importantly ● Creative technologist ● Specialized in new media and real-time content design and development ● Early adopter of game engines as a non-game development creation platform ● Focused on immersive technologies and interactive audio-visual experiences ● PhD candidate ● Assistant Professor @ Metropolitan University Belgrade Passionate about intersection of art and technology.
  • 4. Cast (in order of appearance): ● Roommate with five pets. Supica (Soup) Knedla (Dumpling) Kari (Curry) Kim & Zrno (Caraway & Grain)
  • 5. AI & GAMES? 01 Digital experiences & MACHINE LEARNING? 02 AI tools for CONTENT GENERATION? 03
  • 7. in its core, game AI IS ABOUT PERCEPTION*
  • 8. in its core, game AI IS ABOUT PERCEPTION* * in context of the game world
  • 9. Practical use of Artificial intelligence in games is, largely, oriented towards implementing several approaches for controlling Non-player characters (NPCs). Most importantly, these techniques tell the engine exactly how a NPC should interact with the game world in your scene (including player, being peer or opponent). Some of these aspects are commonly taken care of through pathfinding or state machines. 01 AI & Games
  • 10. ☹️ Also, in world of real-time graphics, we are in a never-ending pursuit of optimization, so many of commonly used techniques for AI are still in experimental phase.
  • 11. ☺️ Also, in world of real-time graphics, we are in a never-ending pursuit of optimization, so many of commonly used techniques for AI are still in experimental phase. But we believe it will change.
  • 12. Game engines are now actively using machine learning to optimize and improve RENDERING PIPELINES And there are interesting experiments with style transfer post-processing effects.
  • 13. Pathfinding is the shortest route between two points. 01 AI & Games NAVIGATION MESH Tells agents where they can walk (climb, jump etc.), and are generated at runtime.
  • 14. Pathfinding is the shortest route between two points. 01 AI & Games Agent Starting point Destination point
  • 15. Pathfinding is the shortest route between two points. 01 AI & Games
  • 16. Pathfinding is the shortest route between two points. 01 AI & Games perception
  • 17. Often used to control simple patrols of our agent
  • 18. And even more with STATE MACHINES
  • 20. In production, controller is often used as the “Mind”. And it is used to direct: 01 AI & Games ● Perception ● Pathfinding ● Behaviour tree
  • 21. The behaviour tree is the DECISION MAKER
  • 22. But, in order to have believable animation changes, it is necessary to use motion matching and animation blending. Often from different animation segments that are masked on a single skeletal mesh (f.e, when talking about bipeds) 01 AI & Games
  • 23. But, in order to have believable animation changes, it is necessary to use motion matching and animation blending. Often from different animation segments that are masked on a single skeletal mesh (f.e, when talking about bipeds) 01 AI & Games ● Smooth animation changes ● Believable motion ● Accurate reactions
  • 24. But, in order to have believable animation changes, it is necessary to use motion matching and animation blending. Often from different animation segments that are masked on a single skeletal mesh (f.e, when talking about bipeds) 01 AI & Games ● Smooth animation changes ● Believable motion ● Accurate reactions ● Production scalability ● Control over animation ● Animation file size
  • 25. Digital experiences and MACHINE LEARNING So, in the future, our projects can and will, for sure benefit from concepts of 02
  • 26. State machines will not be replaced soon, but in terms of complexity might be augmented with use of reinforcement learning 02 Digital experiences and machine learning
  • 27. State machines will not be replaced soon, but in terms of complexity might be augmented with use of reinforcement learning 02 Digital experiences and machine learning Since our intention as players is driven by winning, it could make sense to create agents that are supposed to play against humans with reinforcement learning as they are equally and fundamentally goal-directed.
  • 28. 02 Digital experiences and machine learning Get current state Initialize Predict best action Perform action Get the reward Update Q-table
  • 29. So, it takes some time :) Rome wasn’t built in a day (because there was no pre-trained model)
  • 30. In order to achieve realistic interaction with agents in digital environment, we need to identify challenges, which may be, but are not limited to: ● Exploration ● Dialogue ● Object or environment handling 02 Digital experiences and machine learning
  • 31. In order to achieve realistic interaction with agents in digital environment, we need to identify challenges, which may be, but are not limited to: ● Exploration ● Dialogue ● Object or environment handling 02 Digital experiences and machine learning For exploration, we could use pathfinding. When it comes to dialogue - natural language processing. Interacting with scene sounds like good task for reinforced learning.
  • 32. As real-time interactive content creators, it is our goal to define what the agent’s observation space must include so it can define strategy to earn a reward.
  • 33.
  • 34. AI tools for CONTENT GENERATION In the end, although they use very advanced and cutting edge tech, our agents are part of the content. 03
  • 35. One of the recent questions with these rising tools is “are they going to replace the artists?” And, of course, the answer is no. 03 AI tools for content generation
  • 36. Content creators actually got an extra role. Maybe it can be called creative prompt designer? realistic action hero mix of cyborg and wolf cinematic style prompt:
  • 37. Paradigm shift is that now artist can become curator. Precisely, we have to further develop the ability to articulate our ideas to the machine.
  • 39. Would you trust AI merchant in metaverse? Question: