ai in the cloud: use of machine learning in games | george dolbier

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AI in the Cloud Selected Case Studies: Use of Machine Learning in Games George Dolbier CTO Interactive Media IBM

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Page 1: AI in the Cloud: Use of Machine Learning in Games | George Dolbier

AI in the Cloud Selected Case Studies: Use of Machine Learning in Games

George DolbierCTO Interactive Media

IBM

Page 2: AI in the Cloud: Use of Machine Learning in Games | George Dolbier

What is Machine Learning?Software that

Learns and ProducesWithoutExplicit

Programming

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ASK DISCOVEREXPLORE DECIDE VISUALIZE

Ask questions for greater insight

Natural language dialogue & robotics

Image Video Audio spam OCR

Evidence-based decisions with with traceability

Consolidate and visualize

Loci of Machine Learning

Try this for fun: google “Personality Insights Demo” or use this QR code to go tohttps://personality-insights-livedemo.mybluemix.net/

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Machine Learning in Games

Creating better play experienceCase Study

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Balance and Engagement

One of the hardest problems in game design is Play Balance.

Poor progression ramps, too steep, too shallow, awkward jumps, sited as #1 factor in dis-engagement

Questions posed to the team:

• Can an ML be used to balance the play experience?

• How can you tailor an experience for a specific player?

• Can the individual’s telemetry data be used to make better balance decisions?

• Can Curated content be delivered to players programmatically to produce a better overall experience?

Page 6: AI in the Cloud: Use of Machine Learning in Games | George Dolbier

Case Study : Plight of the ZombieSituation:

• Simple puzzle game• Dozens of short 30 to 90 second experiences• Designed by level designers• Each level given a “curated/seeded” difficulty

For this initial use case 3 variables are considered:1. Time it took player to complete level2. Number of retries the player took to complete level3. Curated difficulty metric assigned to each level

John O’Neil: Sparkplug Games

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How tradeoff is used to balance the gameShow Watson Tradeoff call

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ResultPlayer plays through tutorial levels, and seeded “easy” levels

3 Tutorial levels, 2 “easy” levels

By the 5 level enough data has been collected for Watson to begin suggesting ramp in difficulty

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Next StepsFor this simple use case next obvious steps will be:Use all player telemetry to correct difficulty settingsHave Watson identify play patterns in player baseHave Watson tell developers progression, engagement, trends

− How long to players play− Are players playing longer, shorter− What is triggering in game purchase or conversation

Have Watson automatically generate freebies or offers based on struggle

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Machine Learning in Games

Accelerating Art ProductionCase Study

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1996 2016

Content Production

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AO Normal Albido Height SpecularMaterial

Artomatix is an automated art creation services uses machine learning running on servers in the cloud with Nvidia K80 GPUs

Artomatix is procedural with a twist: they use machine learning to figure out the procedures automatically based on example art that you provide.

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Machine Learning in Games

Truly Interactive NPCCase Study

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Can you Interact in Real time with a fictional character?

A Long time desire in the industry

Can you create a character, that a human can interact with?

Can you have a conversation with a character that includesA BackstoryAn AttitudeLikes, DislikesConversation Not just scripted QnA tree

https://www.thesuspect.com/

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The Suspect - Immersive chat thriller

Second screen app with synchronised news alerts

and live 3D brain scan

Main screen with dynamic video, AI chat powered by Watson, gamified experience, and transmedia storyline

Gamified conversation with simulated points, level and rank

Contextually-served video to match suspect’s responses

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Can we “Throw everything we can” into a characterAnd through natural conversation, bring the player into the character’s world

3 Types of information make up the personality1.Mind Map2.Traditional Q and A (Word) 3.Conversation loops (how does character react to repeated questions)

8 to 10 people total, core team maxed at 6, calendar time 18 months

Core team focused development 4 months

Guy Gadney: Lead Developer for “The Suspect”

Page 19: AI in the Cloud: Use of Machine Learning in Games | George Dolbier

Use of Conversational technology

Conversational chat bot associated with Brazilian TV show

Average session was 20 minutes8% of chats lasted for over an hour (Target Audience)

Site traffic increased 15%. This lead to an increase in advertising revenue around the project's pages.

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But Wait! There is More:Alpha Go! https://deepmind.com/alpha-go

Project Aries http://goo.gl/eMAQMu

Guy Gadney article on chatbots https://goo.gl/6xTCaf

Medical Minecraft http://goo.gl/dD8BMx

Fashion Design http://goo.gl/Ps9EBC

Google machine learning recipes : https://goo.gl/9k2ASx

Evolution trains neural networks https://goo.gl/Jxf73V

Artomatix ML for texturing https://artomatix.com/

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Thank you

[email protected]@NoirTalonhttps://www.linkedin.com/in/georgedolbier