Can AI Make Video Games More Immersive? Some Studios Turn to AI-Fueled NPCs for More Interaction

The AI (Artificial Intelligence) letters and robot hand are placed on computer motherboard in this illustration taken, June 23, 2023. (Reuters)
The AI (Artificial Intelligence) letters and robot hand are placed on computer motherboard in this illustration taken, June 23, 2023. (Reuters)
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Can AI Make Video Games More Immersive? Some Studios Turn to AI-Fueled NPCs for More Interaction

The AI (Artificial Intelligence) letters and robot hand are placed on computer motherboard in this illustration taken, June 23, 2023. (Reuters)
The AI (Artificial Intelligence) letters and robot hand are placed on computer motherboard in this illustration taken, June 23, 2023. (Reuters)

For decades, video games have relied on scripted, stilted interactions with non-player characters to help shepherd gamers in their journeys. But as artificial intelligence technology improves, game studios are experimenting with generative AI to help build environments, assist game writers in crafting NPC dialogue and lend video games the improvisational spontaneity once reserved for table-top role-playing games.

In the multiplayer game “Retail Mage,” players help run a magical furniture store and assist customers in hopes of earning a five-star review. As a salesperson — and wizard — they can pick up and examine items or tell the system what they'd like to do with a product, such as deconstruct chairs for parts or tear a page from a book to write a note to a shopper.

A player’s interactions with the shop and NPCs around them — from gameplay mechanics to content and dialogue creation — are fueled by AI rather than a predetermined script to create more options for chatting and using objects in the shop.

“We believe generative AI can unlock a new kind of gameplay where the world is more responsive and more able to meet players at their creativity and the things that they come up with and the stories they want to tell inside a fantasy setting that we create for them,” said Michael Yichao, cofounder of Jam & Tea Studios, which created “Retail Mage.”

The typical NPC experience often leaves something to be desired. Pre-scripted interactions with someone meant to pass along a quest typically come with a handful of chatting options that lead to the same conclusion: players get the information they need and continue on. Game developers and AI companies say that by using generative AI tech, they aim to create a richer experience that allows for more nuanced relationships with the people and worlds that designers build.

Generative AI could also provide more opportunities for players to go off-script and create their own stories if designers can craft environments that feel more alive and can react to players' choices in real-time.

Tech companies continue to develop AI for games, even as developers debate how, and whether, they’ll use AI in their products. Nvidia created its ACE technologies to bring so-called “digital humans” to life with generative AI. Inworld AI provides developers with a platform for generative NPC behavior and dialogue. Gaming company Ubisoft said last year that it uses Ghostwriter, an in-house AI tool, to help write some NPC dialogue without replacing the video game writer.

A report released by the Game Developers Conference in January found that nearly half of developers surveyed said generative AI tools are currently being used in their workplace, with 31% saying they personally use those tools. Developers at indie studios were most likely to use generative AI, with 37% reporting using the tech.

Still, roughly four out of five developers said they worry about the ethical use of AI. Carl Kwoh, Jam & Tea's CEO, said AI should be used responsibly alongside creators to elevate stories — not to replace them.

“That’s always been the goal: How can we use this tool to create an experience that makes players more connected to each other?” said Kwoh, who is also one of the company’s founders. “They can tell stories that they couldn’t tell before.”

Using AI to provide NPCs with endless things to say is “definitely a perk,” Yichao said, but "content without meaning is just endless noise." That's why Jam & Tea uses AI — through Google's Gemma 2 and their own servers in Amazon — to give NPCs the ability to do more than respond, he said. They can look for objects as they’re shopping or respond to other NPCs to add “more life and reactivity than a typically scripted encounter.”

“I’ve watched players turn our shopping experience into a bit of a dating sim as they flirt with customers and then NPCs come up with very realistic responses,” he said. “It’s been really fun to see the game react dynamically to what players bring to the table.”

Demonstrating a conversation with an NPC in the game “Mecha BREAK,” in which players battle war machines, Ike Nnole said that Nvidia has made its AI “humans” respond faster than they previously could by using small language models. Using Nvidia's AI, players can interact with the mechanic, Martel, by asking her to do things like customize the color of a mech machine.

“Typically, a gamer would go through menus to do all this,” Nnole, a senior product marketing manager at Nvidia said. “Now it could be a much more interactive, much quicker experience.”

Artificial Agency, a Canadian AI company, built an engine that allows developers to bring AI into any part of their game — not only NPCs, but also companions and “overseer agents” that can steer a player towards content they’re missing. The AI can also create tutorials to teach players a skill that they are missing so they can have more fun in-game, the company said.

“One way we like to put it is putting a game designer on the shoulder of everyone as they’re playing the game,” said Alex Kearney, cofounder of Artificial Agency. The company’s AI engine can be integrated at any stage of the game development cycle, she said.

Brian Tanner, Artificial Agency's CEO, said scripting every possible outcome of a game can be tedious and difficult to test. Their system allows designers to act more like directors, he said, by telling characters more about their motivation and background.

"These characters can improvise on the spot depending on what’s actually happening in the game,” Tanner said.

It's easy to run into a game's guardrails, Tanner said, where NPCs keep repeating the same phrase regardless of how players interact with them. But as AI continues to evolve, that will change, he added.

“It is truly going to feel like the world’s alive and like everything really reacts to exactly what’s happening," he said. “That’s going to add tremendous realism.”



Social Media Companies Slam Australia's Under-16 ban

Social media companies slam Australia's under-16 ban - AFP
Social media companies slam Australia's under-16 ban - AFP
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Social Media Companies Slam Australia's Under-16 ban

Social media companies slam Australia's under-16 ban - AFP
Social media companies slam Australia's under-16 ban - AFP

Social media giants on Friday hit out at a landmark Australian law banning them from signing up under-16s, describing it as a rush job littered with "many unanswered questions".

The UN children's charity UNICEF Australia warned the law was no "silver bullet" against online harm and could push kids into "covert and unregulated" spaces online.

The legislation, approved by parliament on Thursday, orders social media firms to take "reasonable steps" to prevent young teens from having accounts, AFP reported. It is due to come into effect after a year.
Prime Minister Anthony Albanese said the age limit may not be implemented perfectly -- much like existing restrictions on alcohol -- but it was "the right thing to do".

The crackdown on sites like Facebook, Instagram and X would lead to "better outcomes and less harm for young Australians", he told reporters.

Platforms have a "social responsibility" to make children's safety a priority, Albanese said.

Social media firms that fail to comply with the law face fines of up to Aus$50 million (US$32.5 million) for "systemic breaches".

TikTok said it was "disappointed" in the law, accusing the government of ignoring mental health, online safety and youth experts who had opposed the ban.

"It's entirely likely the ban could see young people pushed to darker corners of the internet where no community guidelines, safety tools, or protections exist," a TikTok spokesperson said.

Tech companies said that despite the law's perceived shortcomings, they would engage with the government in shaping how it could be implemented in the next 12 months.

The legislation offers almost no details on how the rules will be enforced -- prompting concern among experts that it will be largely symbolic.

Members of the public appeared doubtful.

"I don't think it will actually change a lot because I don't see that there's really a strong way to police it," 41-year-old Emily Beall told AFP in Melbourne.

Arthur McCormack, 19, said some things he had seen on social media when he was younger were "sort of traumatic".

"I think it's good that the government is on this ban. But in terms of enforcement, I'm not sure how it will be carried out," he said.

Meta -- owner of Facebook and Instagram -- called for consultation on the rules to ensure a "technically feasible outcome that does not place an onerous burden on parents and teens".

- 'Serious concerns' -

But Meta said it was concerned "about the process, which rushed the legislation through while failing to properly consider the evidence, what industry already does to ensure age-appropriate experiences, and the voices of young people".

A Snapchat spokesperson said the company had raised "serious concerns" about the law and that "many unanswered questions" remained about how it would work.

But the company said it would engage closely with the government to develop an approach balancing "privacy, safety and practicality".

UNICEF Australia policy chief Katie Maskiell said young people need to be protected online but also included in the digital world.

"This ban risks pushing children into increasingly covert and unregulated online spaces as well as preventing them from accessing aspects of the online world essential to their wellbeing," she said.

Leo Puglisi, a 17-year-old online journalist based in Melbourne, was critical of the legislation.

He founded streaming channel 6 News, which provides hourly news bulletins on national and international issues, in 2019 at the age of 11.

- Global attention -

"We've been built up by having 13 to 15-year-olds see 6 News online and then join the team," Puglisi said in a statement.

"We have said that this ban seriously risks restricting creativity from our young people, no matter what passion or future career they want to explore," he added.

One of the biggest issues will be privacy -- what age-verification information is used, how it is collected and by whom.

Social media companies remain adamant that age verification should be the job of app stores, but the government believes tech platforms should be responsible.

Exemptions will likely be granted to some companies, such as WhatsApp and YouTube, which teenagers may need to use for recreation, school work or other reasons.

The legislation will be closely monitored by other countries, with many weighing whether to implement similar bans.

Lawmakers from Spain to Florida have proposed social media bans for young teens, although none of the measures have been implemented yet.

China has restricted access for minors since 2021, with under-14s not allowed to spend more than 40 minutes a day on Douyin, the Chinese version of TikTok.