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AI in the News

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Title: AI in the News


1
AI in the News
  • Lecture 7/9/2006

2
AI.Implant
  • Engenuity Technologies Inc.
  • Global player in visualization and simulation
    software solutions for the aerospace, defense,
    automotive, games and entertainment markets.
  • Provides artificial intelligence tools and
    middleware for games, animation and simulation
  • Products and services are currently used by more
    than 800 customers in 40 countries.

3
AI.Implant
  • Vivendi Games has signed a contract (announcement
    July 26, 2006) licensing AI.implant, Engenuitys
    next-generation artificial intelligence (AI)
    solution.
  • Vivendi Games, a global developer, publisher and
    distributor of multi-platform interactive
    entertainment, has selected AI.implant as the
    preferred artificial intelligence solution across
    all of their studios.

4
AI.Implant
  • Engenuity understands the demands of the
    next-gen games pipeline, and has developed a
    product that addresses the markets need for more
    intense and realistic in-game AI
  • Peter Della Penna, executive vice president and
    chief operating officer, Worldwide Studios,
    Vivendi

5
AI.Implant
  • U.S.-based High Moon Studios, developer of the
    critically acclaimed Darkwatch, is the first
    Sierra Entertainment studio to standardize on
    AI.implant.
  • High Moon Studios has been up and running on
    AI.implant since the evaluation process began in
    February 2006.

6
AI.Implant
  • AI.implant provides an intuitive authoring
    environment that allows developers to create
    variable and complex artificial intelligence
    behaviors across all major next-generation game
    platforms
  • PLAYSTATION3 and Microsoft Xbox 360.
  • AI.implant provides seamless integration with the
    Unreal 3 game engine from Epic enabling many
    developers and designers to work with a familiar
    platform.

7
AI.Implant
  • Started life as BGT Biographic Technologies
  • Software's original target markets was movies,
    allowing filmmakers the ability to create virtual
    extras.
  • Engenuity purchased BGT for 1.7 Million.
  • Purchase was motivated by several clients "who
    clearly told us that they would like to see more
    intelligence in the tools."
  • BGT did that, giving simulation engineers using
    the tools easy access to artificial intelligence.

8
AI.Implant
  • BGT was a small company
  • had more good ideas than the capacity to get out
    to the marketplace. Everyone was wearing a
    million hats.
  • Engenuity provided engineering and corporate
    capabilities that allowed them to catch up to the
    ideas.
  • Provided more marketing and better customer
    support."
  • BGT had six employees. Engenuity has 92.
  • The sale also allowed BGT to escape some 1.5
    million in debts which Engenuity assumed.

9
AI.Implant
  • Military operations are increasingly urban and
    individual warrior oriented in nature.
  • Military Operations in Urban Terrain(MOUT)-based
    Modeling Simulation and Training (MST)
    applications have greater demands placed on them
    for realistic and accurate real-time simulation
    of individual human entities operating in complex
    3D urban environment.

10
Motivations
  • The worst policy is to attack cities. Attack
    cities only when there is no alternative. Tzu
    1982
  • In spite of Tzus famous warning, increased
    urbanization has given modern armies little
    choice.
  • The only thing that they can choose is how they
    prepare for it.
  • As fighting becomes more urban and thus more
    indi-vidual, the need for high-fidelity
    (non-aggregate) simulation i.e., individual human
    based simulation / train-ing becomes a
    requirement rather than a nice-to-have.

11
Trends
  • Global Urbanization
  • In 2004, the United Nations reported 48 of the
    worlds population lived in urban environments.
  • As of 2003 and it was projected to exceed the 50
    mark by 2007.
  • Furthermore, one billion peopleapproximately one
    third of the worlds urban dwellers, live in
    slums.
  • It predicted that within 30 years that figure
    would have doubled to two billion.
  • It is straightforward to see why the future holds
    more urban warfare not less.

12
Trends
  • Assymetric Warefare
  • Although battles between regular (e.g.,
    structured armies) and irregular (e.g., armed
    militia) forces have been fought since beginning
    of history of warfare, up until recently they
    were small brief skirmishes on the side of larger
    formalized conflicts rather than ends in
    themselves.
  • However, The Battle of the Black Sea (Mogadishu,
    Somalia) in 1993 marked a significant turning
    point in combat for American forces in that every
    significant subsequent battle (excepting Iraqi
    Freedom) has been against irregular forces such
    as militiamen and terrorists.
  • There is no reason why this will decrease and
    only daily reasons reported in the media why this
    trend will increase.

13
Trends
  • Individual Fighting
  • Irregular forces operating in urban environments
    will naturally do everything
  • to minimize their opponents technical superiority
  • E.g., avoiding organized direct confrontation
  • to maximize their own advantages
  • E.g., being able blend into the surrounding
    civilian population.
  • This translates into battles that are small,
    individual and fierce.

14
Trends
  • MOUT
  • All conflicts within the last 15 years involving
    western forces have been urban in nature (e.g.,
    Mogadishu, Bosnia, and Iraq)
  • Nonetheless, real-time crowd simulation in
    complex urban terrain has been neglected for a
    multitude of reasons
  • Up until recently the hardware simply was not
    powerful enough.
  • The military moves very slowly to acknowledge
    change so they have not emphasized it as a need.
  • Application developers have avoided human
    simulation as it is much more difficult than
    machine simulation.

15
Trends
  • Entertainment technology as an innovative force.
  • As films like The Lord of the Rings and video
    games such as Half-Life demonstrate, the driving
    force behind computer graphics in general and
    digital humans in particular is coming from the
    entertainment industries and in particular the
    special effects (SFX) and video game communities.

16
Potential Roles of AI
  • Simulate the people (not only the ground forces
    but also the drivers of vehicles) in
  • the battle
  • the combatants (blue and red forces)
  • the civilians (green forces).
  • These are often called Computer Generated Forces
    (CGFs) or Semi-Automated Forces (SAFs).
  • Examples of the types of entities that can be
    simulated are
  • Navigation for vehicles (e.g., drivers).
  • Individual doctrinal combatants.
  • Individual irregular combatants.
  • Crowds of individual non-combatants (clutter).

17
Potential Roles of AI
  • Vehicle Drivers and Pilots
  • Vehicles have very complex models for
  • physics
  • helicopters will wobble realistically as they
    bank into turns and tanks will bounce as they
    jump ditches
  • weapon / communication systems
  • line of sight radios will not work through hills
  • But they tend to have simplistic line of sight
    navigation systems that fail in the 3D concrete
    canyons of MOUT
  • helicopters fly straight through skyscrapers
    rather than around them
  • tanks get confused and stuck in the twisty
    garbage filled streets of the third world.
  • AI can be used to simulate of the brain of the
    human driver in the vehicle (with or without the
    actual body being simulated).

18
Potential Roles of AI
  • Crowds of individual non-combatants.
  • One of the most difficult restrictions of MOUT is
    how to conduct military operations in an
    environment that populated with non-combatants.
  • These large civilian populations can affect a
    mission by acting as only operational clutter
    to actually affecting the outcome of the battle.

19
Potential Applications
  • The individual-life CGFs are be used in
  • individual warrior trainers
  • vehicle (ground and air) simulators
  • battle simulators
  • JOIN THE ARMY AND PLAY GAMES?
  • PLAY GAMES AND JOIN THE ARMY?
  • Remember Enders Game
  • Orson Scott Card, 1985.
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