IGDA日本 GDC 12 報告会

三宅 陽一郎

三宅 陽一郎 (IGDA日本 SIG-AI世話人)
2012.3.31

IGDA日本 GDC 12 報告会

三宅 陽一郎 @miyayou
IGDA日本 SIG-AI 世話人
2012.3.31

自己紹介•

三宅 陽一郎 Youichiro Miyake•
••
•
•

Mail：
y.m.4160@gmail.com
Twitter:@miyayouBlog：
http://blogai.igda.jp
LinkedIn:
http://www.linkedin.com/in/miyayou
Facebook：
http://www.facebook.com/youichiro.miyake•

講演資料・論文集：
http://blogai.igda.jp/article/46500782.html•

著書：「デジタルゲームの教科書」（共著：ゲームＡＩ技術，ゲーム・プロシージャル技術）「デジタルゲームの技術」（ロングインタビュー）「ゲームプログラマのためのC++」（監修）

IGDA日本 SIG-AI メイリングリスト会員募集中！僕まで連絡！（ @miyayou スパムとも言う！）
月一でゲームＡＩラウンドテーブル開催中。 With @hudepen

ソーシャル系AIの流れ• 日本ではあまり研究されていないが、海外では、会話(Narrative)の研究が２～３年前から、序々に大きくなりつつある。

Prom Week (UC Santa Cruz)
http://games.soe.ucsc.edu/project/prom-weekProm Week (UC Santa Cruz)
http://games.soe.ucsc.edu/project/prom-week
イベント起動モジュール

イベント反応モジュール

オブジェクトに対するコンテキスト

ソーシャルのファクトを蓄積され続ける。そして、この事実の集積によって Social Network が変化する。
http://games.soe.ucsc.edu/sites/default/files/TheProm-ELOAI.pdf

Beyond Eliza: Constructing Socially Engaging AI
SPEAKER/S: Josh McCoy (Expressive Intelligence Studio at U.C. Santa Cruz), Richard Evans (Little Text People), Emily Short(Independent), Stephane Bura (Storybricks) and Michael Treanor (Expressive Intelligence Studio at UC Santa Cruz)
http://schedule.gdconf.com/session/6683/Beyond_Eliza%3A_Constructing_Socially_Engaging_AI

Beyond Eliza: Constructing Socially Engaging AI
SPEAKER/S: Josh McCoy (Expressive Intelligence Studio at U.C. Santa Cruz), Richard Evans (Little Text People), Emily Short(Independent), Stephane Bura (Storybricks) and Michael Treanor (Expressive Intelligence Studio at UC Santa Cruz)

特徴Beyond Eliza: Constructing Socially Engaging AI
SPEAKER/S: Josh McCoy (Expressive Intelligence Studio at U.C. Santa Cruz), Richard Evans (Little Text People), Emily Short(Independent), Stephane Bura (Storybricks) and Michael Treanor (Expressive Intelligence Studio at UC Santa Cruz)Beyond Eliza: Constructing Socially Engaging AI
SPEAKER/S: Josh McCoy (Expressive Intelligence Studio at U.C. Santa Cruz), Richard Evans (Little Text People), Emily Short(Independent), Stephane Bura (Storybricks) and Michael Treanor (Expressive Intelligence Studio at UC Santa Cruz)

Animation Driven Locomotion for Smoother Navigation
SPEAKER/S: Bobby Anguelov (IO Interactive), Gabriel Leblanc (Eidos Montreal) and Shawn Harris (Big Huge Games/38 Studios)

ADL = Animation Driven Locomotion System

AI とアニメーションの関係

AI（意志決定）身体（アニメーション）

AI とアニメーションの関係

AI（意志決定）身体（アニメーション）

AI とアニメーションの関係

AI（意志決定）身体制御モジュール（ロコモーション）

身体（アニメーション）

AI とアニメーションの関係

AI（意志決定）

身体制御
モジュール
（ロコモーション）

身体（アニメーション）

アニメーションの簡易表現
アニメーションの簡易表現＝特徴データ→ ロコモーション

Inside the GlassBox (Presented by EA)
SPEAKER/S: Ocean Quigley (EA), Andrew Willmott (EA) and Dan Moskowitz (EA)EA Maxis のシミュレーション・ゲームエンジン （SimCity ４へ向けて）あらゆるものをシミュレーションしようとする思想。
- あらゆる動く単体はエージェント- 発展シミュレーション - 経済シミュレーション- 輸送シミュレーション - 災害シミュレーション Inside GlassBox - Andrew Willmott
http://www.andrewwillmott.com/talks/inside-glassbox- 歩行シミュレーション

Inside the GlassBox (Presented by EA)
SPEAKER/S: Ocean Quigley (EA), Andrew Willmott (EA) and Dan Moskowitz (EA)EA Maxis のシミュレーション・ゲームエンジン （SimCity ４へ向けて）あらゆるものをシミュレーションしようとする思想。
- あらゆる動く単体はエージェント- 発展シミュレーション - 経済シミュレーション- 輸送シミュレーション - 災害シミュレーション
Inside GlassBox - Andrew Willmott
http://www.andrewwillmott.com/talks/inside-glassbox- 歩行シミュレーション
確かにシミュレーション技術の蓄積は次世代エンジンでは課題かもしれない。

Inside the GlassBox (Presented by EA)
SPEAKER/S: Ocean Quigley (EA), Andrew Willmott (EA) and Dan Moskowitz (EA)

動画
http://www.ea.com/jp/sim-city/videos/0e249b3e68736310VgnVCM2000001165140aRCRD

Inside GlassBox - Andrew Willmott
http://www.andrewwillmott.com/talks/inside-glassbox

Inside the GlassBox (Presented by EA)
SPEAKER/S: Ocean Quigley (EA), Andrew Willmott (EA) and Dan Moskowitz (EA)

動画
http://www.ea.com/jp/sim-city/videos/0e249b3e68736310VgnVCM2000001165140aRCRD- シミュレーション技術はゲームエンジンのコンテンツ部分への上乗せだけで終わらない部分がある。
- そもそもデータの作り方からして違う。
Inside GlassBox - Andrew Willmott
http://www.andrewwillmott.com/talks/inside-glassbox

Inside the GlassBox (Presented by EA)
SPEAKER/S: Ocean Quigley (EA), Andrew Willmott (EA) and Dan Moskowitz (EA)

Distance Field (後述)
D*-Lite= 動的な環境におけるA* 検索- メモリを動的に多く取る。
- 逐次的計算する。

Inside GlassBox - Andrew Willmott
http://www.andrewwillmott.com/talks/inside-glassbox

http://idm-lab.org/bib/abstracts/papers/aaai02b.pdf

D* Lite
A* < LPA (Lifelong A*) < D* lite

知識を含む探索。
S. Koenig and M. Likhachev. Fast Replanning for Navigation in Unknown Terrain.
Transactions on Robotics, 21, (3), 354-363, 2005
http://idm-lab.org/publications.html

S. Koenig and M. Likhachev. Improved Fast Replanning for Robot Navigation in Unknown Terrain. Technical Report,
GIT-COGSCI-2002/3, College of Computing, Georgia Institute of Technology, Atlanta (Georgia), 2002
http://idm-lab.org/bib/abstracts/papers/tr-dstarlite.pdf

Inside the GlassBox (Presented by EA)
SPEAKER/S: Ocean Quigley (EA), Andrew Willmott (EA) and Dan Moskowitz (EA)

Inside GlassBox - Andrew Willmott
http://www.andrewwillmott.com/talks/inside-glassbox

Inside the GlassBox (Presented by EA)
SPEAKER/S: Ocean Quigley (EA), Andrew Willmott (EA) and Dan Moskowitz (EA)

階層化されたルール
Inside GlassBox - Andrew Willmott
http://www.andrewwillmott.com/talks/inside-glassbox

Inside the GlassBox (Presented by EA)
SPEAKER/S: Ocean Quigley (EA), Andrew Willmott (EA) and Dan Moskowitz (EA)

いろいろな「イベント」は幾つかのレベルに分けて表現される。
Inside GlassBox - Andrew Willmott
http://www.andrewwillmott.com/talks/inside-glassbox

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011,Vancouver, August 2011

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011
http://www.guerrilla-games.com/publications/

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011,Vancouver, August 2011

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011
http://www.guerrilla-games.com/publications/

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011
http://www.guerrilla-games.com/publications/

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011,Vancouver, August 2011

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011
http://www.guerrilla-games.com/publications/

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011,Vancouver, August 2011

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011
http://www.guerrilla-games.com/publications/

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011,Vancouver, August 2011

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011
http://www.guerrilla-games.com/publications/

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011,Vancouver, August 2011

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011
http://www.guerrilla-games.com/publications/

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011,Vancouver, August 2011

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011
http://www.guerrilla-games.com/publications/

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011,Vancouver, August 2011

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011
http://www.guerrilla-games.com/publications/

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011,Vancouver, August 2011

The Creation of Killzone 3
Jan-Bart van Beek, Michal Valient, Marijn Giesbertz, Paulus Bannink | Siggraph 2011, Vancouver, August 2011
http://www.guerrilla-games.com/publications/Real-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)

音の伝播をシミュレーション
Real-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)
http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-inReal-time Sound Propagation in Video GamesJean-Francois Guay (Ubisoft)

経由点

テーブルを用いる
Real-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)
http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-in

総合距離Real-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)

Real-time Sound Propagation in Video Games Jean-Francois Guay (Ubisoft)
http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-inReal-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)

Real-time Sound Propagation in Video Games Jean-Francois Guay (Ubisoft)
http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-inReal-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)

Real-time Sound Propagation in Video Games Jean-Francois Guay (Ubisoft)
http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-inReal-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)

内装のデータ自働生成

Real-time Sound Propagation in Video Games Jean-Francois Guay (Ubisoft)
http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-in

小さなブロッグごとのデータ自働生成Real-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)

Real-time Sound Propagation in Video Games Jean-Francois Guay (Ubisoft)
http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-inReal-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)

Real-time Sound Propagation in Video Games Jean-Francois Guay (Ubisoft)
http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-inReal-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)

Real-time Sound Propagation in Video Games Jean-Francois Guay (Ubisoft)
http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-inReal-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)

SPRINTER CELL: CONVICTION
Real-time Sound Propagation in Video Games Jean-Francois Guay (Ubisoft)
http://gdcvault.com/play/1015492/Real-time-Sound-Propagation-inReal-time Sound Propagation in Video Games
Jean-Francois Guay (Ubisoft)Ubi 及び他社の技術情報

Off the Beaten Path: Non-Traditional Uses of AI
Ben Sunshine-Hill (Havok), Michael Robbins (Gas Powered Games)

Off the Beaten Path: Non-Traditional Uses of AI
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non

Off the Beaten Path: Non-Traditional Uses of AI
Ben Sunshine-Hill (Havok), Michael Robbins (Gas Powered Games)

Off the Beaten Path: Non-Traditional Uses of AI
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non

Off the Beaten Path: Non-Traditional Uses of AI
Ben Sunshine-Hill (Havok), Michael Robbins (Gas Powered Games)

Off the Beaten Path: Non-Traditional Uses of AI
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non

Off the Beaten Path: Non-Traditional Uses of AI
Ben Sunshine-Hill (Havok), Michael Robbins (Gas Powered Games)

Off the Beaten Path: Non-Traditional Uses of AI
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non

Off the Beaten Path: Non-Traditional Uses of AI
Ben Sunshine-Hill (Havok), Michael Robbins (Gas Powered Games)

入力(DPS=Damage per second)

出力

Off the Beaten Path: Non-Traditional Uses of AI Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non

Off the Beaten Path: Non-Traditional Uses of AI
Ben Sunshine-Hill (Havok), Michael Robbins (Gas Powered Games)

Off the Beaten Path: Non-Traditional Uses of AI
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non

Off the Beaten Path: Non-Traditional Uses of AI
Ben Sunshine-Hill (Havok), Michael Robbins (Gas Powered Games)

Off the Beaten Path: Non-Traditional Uses of AI
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non

Off the Beaten Path: Non-Traditional Uses of AI
Ben Sunshine-Hill (Havok), Michael Robbins (Gas Powered Games)

Off the Beaten Path: Non-Traditional Uses of AI
Michael Robbins (Gas Powered Games)
http://www.gdcvault.com/play/1015667/Off-the-Beaten-Path-Non

展望• 次世代へ向けて全方位の準備- 各企業の次世代エンジン＋ツール開発統合環境の準備- ミドルウェアの全開発ライン化（Havok、Autodesk、Unity…）- ミドルウェアを組み込んだエンジン• 情報環境整備 （サイト、書籍、カンファレンス）• 学術との落ち着いた関係性• 日本は大丈夫か？
- 学術- 手先でなく芯の入った技術- ミドルウェアを組み込んだパイプライン

各企業の講演資料サイト(GDC, SIGGRAPH,etc…)•DICE
http://publications.dice.se/•Ubisoft
http://engineroom.ubi.com/•
Insomniac
http://www.insomniacgames.com/category/research-development/•
Autodesk
http://area.autodesk.com/gdc2012•
Naughty Dog
http://www.slideshare.net/naughty_dog/presentations•
Guerrilla の資料サイト
http://www.guerrilla-games.com/publications/•
Crytek presentation
http://www.crytek.com/cryengine/presentations

ご清聴ありがとうございました。
•

三宅 陽一郎 Youichiro Miyake•
•
•
•
•

Mail：
y.m.4160@gmail.com
Twitter:@miyayouBlog：
http://blogai.igda.jp
LinkedIn:
http://www.linkedin.com/in/miyayou
Facebook：
http://www.facebook.com/youichiro.miyake•

講演資料・論文集：
http://blogai.igda.jp/article/46500782.html

IGDA日本 SIG-AI メイリングリスト会員募集中！僕まで連絡！（ @miyayou スパムとも言う！）
月一でゲームＡＩラウンドテーブル開催中。 With @hudepen