{"id":191115,"date":"2017-05-04T15:19:42","date_gmt":"2017-05-04T19:19:42","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/artificial-intelligence-could-prevent-the-next-video-game-animation-gizmodo\/"},"modified":"2017-05-04T15:19:42","modified_gmt":"2017-05-04T19:19:42","slug":"artificial-intelligence-could-prevent-the-next-video-game-animation-gizmodo","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/artificial-intelligence\/artificial-intelligence-could-prevent-the-next-video-game-animation-gizmodo\/","title":{"rendered":"Artificial Intelligence Could Prevent the Next Video Game Animation &#8230; &#8211; Gizmodo"},"content":{"rendered":"<p><p>    Human character animation has gotten much better over the    years, but its still one of the most    recognizable issues when enjoying video games. Animations    are normally a predetermined set of canned motions, and while    real enough looking in the right setting, can totally break the    immersive experience when they stray out of bounds. The uncanny valley is    a particularly hard one to    escape.  <\/p>\n<p>    Now, a research team from the University of Edinburgh has    developed a new way to animate game    characters using neural net computing, which could help    developers make more fluid and realistic animations, while    decreasing the system resources and time involved. The video    demonstrating the new technology is legit:  <\/p>\n<p>    The minds behind this video, and an accompanying paper published    in ACM Transactions, are Daniel Holden, Taku Komura and Jun    Saito. When I caught the video, I immediately reached out to    Holden for more info. What exactly makes this different from    other animation methods, and whats happening in the neural net    to make the magic happen?  <\/p>\n<p>    Neural networks (or NNs) are a way to train a computer with    millions of differently weighted data points. Using algorithms,    a NN can create completely new outputs on its own, based on the    data it has to reference. The emerging technology is commonly    used in facial recognition, image processing, and stock market prediction    applications.  <\/p>\n<p>    The workings of the neural network are themselves quite    abstract and hard to understand, Holden admitted in an email.    But basically, what he and his colleagues have done is employ a    system called a phase-functioned neural net, in which the    variables controlling a characters movement and interaction    within the environment can change on the fly. His aim was to    develop intricate, human-like cyclical movement that reacts    appropriately to user inputs. As players mash on their gamepads    or move a mouse, the neural net learns and evolves over time to    create a seamless animation.  <\/p>\n<p>    We change the weights of the neural network depending on what    point in time in the locomotion cycle the character is,    explained Holden, those weights being the data that influences    what the animation will be. For example, when the character    puts their left foot down the weights of the neural network are    different to when the character puts their right foot    down.<\/p>\n<p>    The result? A drastic reduction in the amount of time and    effort animators need to achieve that perfect gait. The video    above only used about 1.5GB, or 2 hours, of motion capture    data, and the animation doesnt need as much on-board    processing power to render. Holden thinks it will take some of    the burden off animation programmers maintaining the hugely    complex animation systems.<\/p>\n<p>    It took 30 hours of NN training and 4 million data points to    create the animation in the video and, to me, it looks pretty    good. The character deftly navigates raised obstacles,    appropriately speeds up and slows down based on the input and    reacts accordingly to the walls and bridges. Obviously,    third-person perspective games could benefit from the new    approach, but VR experiences are also mediums where, for    maximum immersion, were going to need hyper-realistic motion.  <\/p>\n<p>    Neural networks have been used in gaming before, in developing opponent AIs, but    this is a great example of how the technology can make    developers lives easier. Holden just started a new R&D job    at Ubisoft, and while unable to say if the tech is going to be    used there, he looks forward to seeing more implementation in    the future.  <\/p>\n<p>    I hope that this technique does change gameplayhopefully    these sort of technologies will allow game designers to be more    adventurous with the kind of environments they create, said    Holden.  <\/p>\n<p>    Bryson is a freelance storyteller    who wants to explore the universe with you.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/gizmodo.com\/how-artificial-intelligence-could-prevent-the-next-mass-1794884837\" title=\"Artificial Intelligence Could Prevent the Next Video Game Animation ... - Gizmodo\">Artificial Intelligence Could Prevent the Next Video Game Animation ... - Gizmodo<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Human character animation has gotten much better over the years, but its still one of the most recognizable issues when enjoying video games. Animations are normally a predetermined set of canned motions, and while real enough looking in the right setting, can totally break the immersive experience when they stray out of bounds. The uncanny valley is a particularly hard one to escape.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/artificial-intelligence\/artificial-intelligence-could-prevent-the-next-video-game-animation-gizmodo\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187742],"tags":[],"class_list":["post-191115","post","type-post","status-publish","format-standard","hentry","category-artificial-intelligence"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/191115"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=191115"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/191115\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=191115"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=191115"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=191115"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}