Showing: 11 - 20 of 30 RESULTS

Unity Muse: Bring Your Ideas to Life Faster with in-Editor AI

Discover how you can develop faster with a little help from AI with Muse. Solve problems with Chat, get solutions tailored to your unique project settings, and automatically carry out tasks within the editor.

Takeaways:

  • Discover how we made Muse directly available in the editor and gave it contextual awareness.
  • Learn how you can leverage Muse to get tailored solutions and perform actions in your project.
  • Get a glimpse of Unity’s vision on how AI can assist Game development for faster creation with less friction.

Learning Agents in Unreal Engine

Learning Agents is an Unreal Engine plugin that enables you to train AI characters using machine learning (ML).

In this session, we’ll explore how the plugin can be used to augment or replace traditional game AIs such as those written with behavior trees or state machines.

In particular, the plugin enables you to use reinforcement (RL) and imitation learning (IL) approaches. Join to discover how Learning Agents could have a range of applications in the long term, including for physics-based animation, game-playing NPCs, and automated QA testing.

Takeaways:

  • How Learning Agents Works
  • How we applied Learning Agents to aiming in Fortnite
  • What sort of problems is Learning Agents useful to explore.

Navigating AI and IP: A Practical Toolkit for Devs

This talk will take you step by step through the key IP issues that can arise when using AI tools, how to navigate these issues and mitigate the potential risks. This talk will provide a toolkit to help you understand, in practical terms, how to approach use of these tools while still ensuring that your IP, your confidential information, your data and game remain protected.

Takeaways:

  • Gain a high level understanding of the key intellectual property issues that can arise in connection with use of AI tools (and specifically generative AI tools.
  • Understand which aspects of your business and of the game development process are most at risk when using AI tools.
  • Learn how to mitigate these risks and come away with a checklist of practical steps for protecting your IP when developing and releasing a game.

AI and the Law: What You Need to Know

The talk will give a user-friendly overview of the key legal risks arising from the use of AI in videogames together with practical advice on how to mitigate these risks. We’ll cover issues like the state of the law at present (e.g. the UK’s approach vs the EU AI Act), how to avoid common legal traps when using AI (e.g. infringement) and how to protect your own IP.

Takeaways:

  • An understanding of the regulatory landscape when it comes to using AI in video games
  • How to protect a studio’s existing IP when using AI
  • How to safely use the outputs generated by AI

Harnessing Multi-Agent Systems for Task Execution

Multi-agent systems expand the overall capabilities of generative AI applications. By enabling multiple generative AI agents to work together, performing separate tasks, and leveraging different tools, these systems automate the identification and execution of robust tasks. By distributing complex tasks among specialized agents, multi-agent systems address coordination and communication challenges when working with multiple models. Learn how AWS utilized open source tools and native AWS AI Services to build an “Idea to Game Code”, Multi-Agent System. You’ll see a demo of the system hosted on AWS and dive into how agents work, how they work together, and tips to get started building your own agents.

Takeaways:

  • An understanding of how generative AI agents work and how they can work together to form a multi-agent system.
  • Tips on how to get started building your own agents.
  • Considerations when building agentic systems.

Building the AI Behaviors for Flying and Swimming Machines for Horizon Forbidden West

The talk gives an overview of components used to build the AI behavior of machines for Horizon Forbidden West. It follows the examples of the Waterwing from the Burning Shores DLC, a semi-aquatic flying machine that fights the player in any medium it encounters them in. The talk will cover topics such as in-air and underwater navigation and movement, and combat behaviors. Most other AI characters in the game share these components.

Takeaways:

  • Gain insight into what goes into building the AI behavior of the Waterwing. These parts generalize to the other machines built for Horizon Forbidden West.
  • Learn about the navigation and movement solutions used in Horizon Forbidden West in-air and underwater.
  • Learn about the AI components used to build challenging machines to fight against.

Space Marine 2: AI Post-mortem

In this talk we explore the AI design philosophy for Space Marine 2, our various solutions that helped to achieve the desired vision and overcome obstacles. As well as a brief introduction of our AI framework implementation.

Takeaways:

  • Opportunistic and Reactive AI design and techniques
  • A way to approach Many vs Many combat scenarios
  • Moveset and behaviour design with Player Gameplay Graph approach
  • Why Behaviour Trees and Utility AI make a great mix

Learning to Play, Imitate and Collaborate with Pesky Humans: Some Lessons from the AI’s Perspective

Machine learning for non-player character control is often unwieldy and takes a lot of time. In this talk we will share some reliable design patterns I have learnt researching and developing learning agents from collaborations on Age of Empires 4, Bleeding Edge, Minecraft and more.

Takeaways:

  • A method to stabilise reinforcement learning to reliably improve Non-Player Character (NPC) performance;
  • A simple way to make the NPC’s learnt behaviour more human-like;
  • How to combine both to make NPC’s collaborate with any human player.

AI and Emergent systems – A Rain World Retrospective

In Rain World, we used AI as an fundamental building block for our core game loop. The game is essentially about interacting with AI and AI agents interacting with each other. In this talk we give a breakdown of the systems employed and how this enabled for the design of Rain World to be achieved.

Takeaways:

  • Multiple AI agents interacting will be unpredictable
  • The level at which you comminicate what’s going on inside an AI agent is a delicate decision, with upsides and downsides to both extremes
  • Making AI and emergent behaviour the core feature of your game will almost definitely make it “interesting” rather than “smooth”

Escaping the Infinite Mid

We’ll explore the promise and challenges of using generative techniques to create new experiences in established worlds. Large language models are a fraught technology, including in their lack of regard for the boundaries of intellectual property. At Hidden Door, we’ve been combining them in constrained ways with procedural generation, templating, and “classical” natural language techniques to allow stories that feel meaningfully different every time, but which respect the world in which they occur.

We’ll speak to the kind of input that creative partners (authors, film producers, and other creators) want, and discuss the risks and pitfalls of generative technology (oh hi, bias) and how we mitigate those. We can also share how we’ve approached these challenges in our game, with examples like:

  • Using language models to choose which templated story beat happens next, instead of generating them from scratch.
  • Treating language as a unique affordance for player characters (my strong character is different than your strong character).
  • Creating lots of content using procgen and language models together, with a game designer’s curation.
  • When we take the reigns off and let worlds get weird (cybernetic mech skeleton in the Wizard of Oz?).
  • How to do this ethically, from a technology, data, and business perspective.

Takeaways:

  • A grounded perspective on the use of large language models: both boons and pitfalls.
  • Some approaches to mitigating bias when using those models.
  • Examples of non-LLM machine learning techniques and their use in generative stories.