Realistic Gaming
September 30th, 2008 Posted in Artificial IntelligenceThis is a bit of a departure from the theme of this site, but I was just reading discussions about adding realistic physics in computer games and I started thinking about what it would take for a game reach the ultimate goal of realism. Once we get there then the sort of gaming experience created will make World of Warcraft feel like Pong. Some of these ideas are already been investigated within gaming environments, but others are still way off. The main benefit of all of these ideas is that they allow game designers to massively leverage their time by creating processes that create content, rather than creating content directly.
So, in order of increasing difficulty:
- Accurate lighting and shadows
- Realistic physics
When you pick up a vase and throw it at something, it should smash and scatter shards everywhere. You should be able to pick up those shards and use them. If the vase hits a glass window then it should smash and scatter glass according to the laws of physics. Physical objects in a scene should be fully manipulable just like in real life. If you smash a table, you should be able to use the legs as weapons. Some good work has been done by people like NVidia/Ageia with their PhysX engine but there is still a lot of work left to do.
- Terrain Generation
- Realistic background behaviour
- Realistic clothing effects
Solid, metallic armour is easy to simulate, but getting realistic effects with cloth or leather is more tricky. Making clothes look great is just the first hurdle, the hardest bit is to work out how to incorporate armour and clothing into the game dynamics – how does the use of armour restrict mobility? Should fabric clothes be flammable? Will clothes distract the attacker’s attention? What happens when the clothes get wet?
- Realistic weather effects
- Bio-kinetics
- Realistic (not pre-fabricated) buildings
- Convincing voice synthesis
Currently, games often use expensive voice actors to add realism to their character interactions. There are problems with this approach – most obviously that this massively limits the amounts of speaking that any character can do. In terms of realism, it also affects the emotional depths that spoken interactions can achieve because, for example, a sentence would have to be recorded totally separately if it was required to be spoken in anger, doubt, anxiety etc. A sophisticated speech synthesis module would be able to generate convincing human voice with the emotional nuances that we would recognise as clear emotions. It should also be able to react to interruption, sudden shock, exhaustion and all the other potential situations that a character might incur.
- Knowledge models
This is fairly closely related to the next point, but I think it’s a fundamental problem with games and would be difficult, but not impossible to solve well. Solving this problem is a subset of what is required to tackle the ultimate test of the final challenge, so is a sensible first step. Knowledge models are part of what make us human. When you commit some action in a game then a certain number of witnesses should be aware of that action, but they can choose to share that knowledge as they see fit with those they encounter. Knowledge in real life societies spreads like this. How do peoples’ opinions change as their knowledge updates? How do they treat the player based on the knowledge they have acquired about his or her actions? How does that behaviour change as they get to know you better? How do personalities affect this? What about modelling misinformation, propaganda, lies and mistaken identities? What about gang mentalities, based on conflicting communal knowledge models?
- Convincing conversation engines
I’m really looking forward to seeing progress in all these areas. Some of them are very close or more-or-less here already, but some of the others are still a very long way away. It’s going to be a fascinating journey watching out for progress in all of these fields, but I suspect that at least half of them will be reasonably well handled within the next five years. I can’t wait to test the results!