Video Games, AI, and Procedural Generation

Video Games, AI, and Procedural Generation

Articles, Blog , , , , , , , , , , , , , , 4 Comments

Why can you play basketball forever without getting bored because it’s the same game. But it’s never the same experience. Game developers use AI to do just that but in a digital format same game but new challenges new experiences new everything every time. That idea of Same game new
experience is called procedurally generated content and it’s how we’re going to build
the future of entertainment. Agencies are basically just advanced algorithms created by developers. They’re used in everything from old school games to some of the
prettiest digital eye candy on the market today. And it’s this set of
algorithms that are programmed to create near infinite possibilities for anything and everything in games. PGCE make levels they make characters they make entire planets you think infinity would be ridiculously complex to create. But it turns out it’s simpler than you’d expect. Simple systems can produce very surprising and interesting situations just a very simple game like basketball is partly about how just trying to throw a ball through a
hoop when someone else who’s trying to
stop you from doing that ends up
producing an almost infinite amount of complicated interesting surprising dramatic suspenseful huge PGC are designed for human interaction to create a more interesting and engaging experience for us the players better Pietrus mean games you can play forever and the better we get at making
those in the future the more satisfying content we get to play. They’ll work against you to make the game you’re playing more challenging or unexpected they might change how an enemy responds to you
in battle. Or they may create 18 quintillion planets for you to
explore AI researchers are kind of doing something they’re
trying to understand what is the nature of intelligence
what are the methods that lead to an intelligent agent capability to operate in the world. To have a goal and pursue it. That’s the same thing you do and again we are presented with a kind of like series of
complicated problems and we and the players are trying to solve
them because as humans we don’t like boredom. PGCE is create scenarios that have infinite possibilities to respond to which means infinite opportunities to never be bored. And that makes it almost like
playing an entirely new game every time you turn it on. That’s what procedural content generation offers us right. Is a new tool for scoring that sweet spot in between chaos and boredom. On the other league completely predictable orderly game developers are always trying to figure out how to achieve these complex tasks with the simplest solutions. This is an entirely new frontier for our species to use in more creative and artistic ways. I think No Man’s Sky is very beautiful but it’s I think it’s just
scratching the surface of what procedural Chhanchhan can do. And if you look back at these
earlier games like Net hack it wasn’t about the appearance of it it was about their behavior. And I think if we can take some of
the spectacular visual quality of a game like No Man’s Sky and some of that kind of deep behavioral systematic interest and surprise human game
like Net hack then we’ll start to see some
pretty spectacular things. Games are an experimental minefield to see how I could interact with all of us in a way that looks and feels natural and the possibilities aren’t
literally endless but they’re pretty damn

4 thoughts on “Video Games, AI, and Procedural Generation

Leave a Reply

Your email address will not be published. Required fields are marked *