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Using Commonsense Reasoning in Video Games

The video game industry faces a challenge as 3D environments become more realistic but complex to create. This advancement is due to hardware improvements and sophisticated software like DOOM, Quake, and Morrowind. Efforts are ongoing to leverage common sense reasoning for automatically generating immersive environments, aiming to save time, lower costs, and enable dynamic worlds without explicit instructions. The project focuses on developing common sense predicates to describe object placement intuitively, bridging the gap between human expression and computer rendering. The architecture involves natural language statements, XML files with RDF predicates, algorithms for object placement, and Morrowind Engine integration. Common sense predicates consider object relations like 'On top of' or 'Around'. The proof of concept shows effective automated object placement, with plans for scalability and handling complex scenes.

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Using Commonsense Reasoning in Video Games

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  1. Using Commonsense Reasoning in Video Games

  2. The Dramatic Improvement in Video Game Realism There is a problem facing the video game industry: 3D environments are getting dramatically more realistic, but they are not getting any easier for artists to create

  3. The Dramatic Improvement in Video Game Realism - Hardware (1998) (2003) In addition to looking more like jet engines, graphics cards are improving at an incredible pace

  4. The Dramatic Improvement in Video Game Realism - Hardware NVIDIA is working under the philosophy of "Moore's Law Cubed"

  5. The Dramatic Improvement in Video Game Realism - Software (1991) (1994) (1996) DOOM by id Quake by id Wolfenstein 3D by id (2004) (1999) Quake III by id DOOM 3 by id

  6. The Dramatic Improvement in Video Game Realism The environments are more realistic (texture mapping, anti-aliasing, pixel and vertex shading, improved shadow generation, increased memory bandwidth, increased fill rate…) And they are also more complicated

  7. (lots of stuff) The Dramatic Improvement in Video Game Realism – Complexity of Environments Morrowind by Bethesda Softworks, PC and Xbox

  8. Result: Increased Development Time Morrowind took 3 years to develop in part because the massive game environment was generated by hand

  9. The Complexity of Level Editors Editors to create 3D environments represent some of the most complex software applications ever created

  10. The Complexity of Level Editors: A Sea of Direct Manipulation The Morrowind Construction Set

  11. The Complexity of Level Editors Unfortunately, editors are not improving at a pace to compensate for the increased complexity of 3D environments

  12. A CS100 Solution Some games automatically create their own environments, but the result is usually as simplistic as randomlygenerating a maze

  13. A New Solution We are trying to use Common Sense Reasoning to automatically generate rich and immersive 3D environments

  14. Rationale Rationale • Save development time and money • Create dynamic and “endless” worlds • Expand the capabilities of Common Sense Reasoning

  15. Project Goals Project Goals • Automatically place objects in a 3D world. • Develop a set of common sense predicates that accurately describes object placement.

  16. Human Computer Interaction (X,Y,Z)? Um, I want a table with a vase on it There is a disconnect between how people express object placement and how computers do. Common Sense knowledge will allow computers to render environments without requiring specific instructions for every action

  17. System Architecture Natural Language Statements Natural Language Statements Knowledge about objects Level Editor with Common Sense XML file with RDF predicates about Objects XML file with a list of objects Algorithms to convert predicates to XYZ coordinates and intelligently place objects in a 3D world (automatically generate) Plug-in File Render the environment in the Morrowind Engine

  18. Common Sense Predicates Common Sense Predicates • Develop a set of predicates that can describe object placement. • E.g. On top of, Around, Beside, etc… • How people describe object locations: • “the chairs around the table” • “the vase on top of the table”

  19. Common Sense Predicates Common Sense Predicates

  20. Common Sense Predicates Dealing with Multiple Predicates • Vase goes on top of a table. • Vase goes in the center of a table. • Place the vase on top of and in the center of a table.

  21. Common Sense Predicates Dealing with Fuzzy Predicates • What does “edge of” mean? • How close to the edge? It depends on the object • E.g. plates around edge of a table vs. frosting around edge of a cake • Requires more common sense about object properties, like don’t want plates to fall off.

  22. Our Proof of Concept The system makes mistakes, this is true with all applications that use common sense reasoning However, we have a working proof of concept

  23. Example Scene These objects were automatically placed using Common Sense Reasoning

  24. Future Work We are now exploring to what extent these algorithms can scale to more complicated environments

  25. http://agents.media.mit.edu/projects/videogame

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