| Media
Contacts:
Dr. Michael Young,
919/513-3038
Mick Kulikowski,
News Services, 919/515-3470
Nov.
6, 2003
Computer
Scientist Works to Improve Games’ Stories,
Intelligence
FOR
IMMEDIATE RELEASE
As computer
game companies release their new selections for the
holidays, you’ll probably see role-playing
games in which characters must kill a monster in order
to get treasure and some clues to the next monster-guarded
treasure, or to advance to the game’s next skill
level.
But what
happens if a player doesn’t like to
fight, or somehow manages to avoid – but not
vanquish – the monster?
Researchers in the Liquid Narrative Group, a collection
of graduate and undergraduate computer science students
at North Carolina State University headed by Dr. R.
Michael Young, assistant professor of computer science,
are investigating ways of solving this quandary. They
are creating software tools that will improve the artificial
intelligence (AI) of games and educational software;
specifically, they are investigating ways that the
software allows users to both interact with the narrative,
or storyline, and feel like an active participant in
the way the story unfolds.
The computer game industry is big business, now topping
$10 billion in sales yearly, leapfrogging the Hollywood
movie industry. To make software more enticing to
larger groups of people, some software designers
are trying to provide users opportunities to wander
off linear paths by enhancing the AI – making
software “smarter.”
Young says better AI can tailor games to user personalities
or interests, so two people who play the same game
could play differently and individually enjoy the game
even more. Players who would rather solve puzzles than
interact with other characters, for instance, would
be able to do just that.
“We want to open games up so players have more
of a role in how games unfold,” Young says about
his research activities. “Most types of games
involve a story or storytelling. We’re trying
to build general software tools that can understand
both what’s going on in a game and what makes
for an interesting game or a good story. So the software
would watch what you do as you play a game, and, if
you do things that are unexpected, adapt and adjust
the game to get you back on track.”
Better AI tools can also give educational software
users a more personalized learning experience. A
real trip to a zoo can be disappointing if the animals
are sleeping or not interacting with other animals.
But a trip to the zoo on the computer with software
enhanced by better AI would allow visitors interested
in polar bears to see how they interact with each
other.
Young says AI means different things to different
people.
“In academic research, AI is often defined
as, ‘How do we get computers to model how people
think?’ In the game industry, AI is defined as ‘How
do I get characters in the game to do something a person
would actually do?’”
Researchers from a number of different academic disciplines
at NC State, like psychology, linguistics and film
theory, are involved in computer-game study through
the Center for Digital Entertainment, an informal research
group. These different disciplines all bring ideas
of how to tell a story, how to communicate aspects
of games or to users, and how to use camerawork to
best portray the unfolding action, Young says.
Game designers
frequently purchase tools for complex or labor-intensive
elements of the game – called
middleware – to avoid reinventing the wheel when
designing a game, Young says. Instead of creating computer
code for certain graphics, for example, a game designer
can purchase middleware that produces the desired graphic
effects.
Young foresees
his group’s AI tool acting similarly,
seamlessly improving games and educational software
behind the scenes by making the narrative more interesting – and
more flexible.
Young is
the recipient of the National Science Foundation
Career Award, one of the NSF’s most prestigious
awards for young faculty, and has been funded for $469,000
over five years to study AI.
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