The Last of Us: AI so good you’ll weep when you kill it

The Last of Us

We speak with one of the Lead Gameplay Programmer for Naughty Dog’s The Last of Us about the next generation of AI, and how it could change the way you think.

In a dilapidated hotel room in what used to be known as the city of Pittsburgh, a man is on his knees begging for his life.

The events that led him to this point still resonate through the ruined hotel, a building now littered with the bodies of his fellow hunter scavengers. It all went wrong as soon as they spotted the grizzled middle-aged man escorting a spry 14-year old girl that, unlike the rest of them, seemed to belong in this shattered new world. It’s all she knows.

Joel fights

He would have sworn he heard the sound of a hammer falling on an empty pistol chamber. Otherwise, he and his fellow marauders would have adopted a different tactic. It would still have been risky to attack a man with a loaded weapon of course, but the lure of scavenging the real, working ammo was just too great. Even when a Molotov Cocktail forced him to abandon the frontal assault and try to silently flank the grizzled man, the odds were good. Then the gun sounded its empty cry and the attraction of ammo turned to the primitive rage of revenge.

He had the man too, dead to rights. He should never have backed up into the hallway to get a better angle. If he hadn’t, the girl wouldn’t have been able to hit him with a rock and disorient him. And now, staring up at the barrel of his own shotgun pointed at him by a stranger with a grim demeanor, the failure of his tactics echo through the world. Maybe the next group will have better luck. Maybe they will attack the grizzled man in a better way. He’ll never know though, as his pleas fall on deaf ears and the shotgun blast permanently ends the discussion.

The dead man is not a playable character in The Last of Us, but rather an incredibly smart enemy AI, that is programmed to react based on your actions.  This time he ended up as the loser, facing a shotgun as the penalty, but if the player had taken a left instead of a right, or the AI happened to see the gun earlier and taken cover, things may have played out in a significantly different manner, and the player might be the one staring at the shotgun. Maybe next time.  

As the AI enemy drops to the floor, dead, the man left holding the shotgun is Joel, the protagonist of the upcoming game from developer Naughty Dog, The Last of Us; the teenage girl is Ellie. Together the pair are fleeing west in a world that looks like a cracked reflection of our world. Twenty years have passed since a plague wiped out most of humanity, leaving billions of corpses along with mutated things in its wake. Cities once grand and dominant now sit abandoned, slowly being reclaimed by nature.

As you take control of Joel, you and Ellie embark on a memorable and compelling adventure through this scarred landscape. Naughty Dog, the developer behind the critically acclaimed Uncharted series, already knows how to craft a tale and make it cinematic (just look at all the awards the Uncharted series has won for proof of that). But this game will feature a new element. For The Last of Us, to match the all new setting, story, and characters, Naughty Dog has also completely reworked the computer AI for your companion Ellie, as well as your enemies. Not only will this make Ellie a more effective partner, it means that the foes you face will have a logic to them — they will react to you. And when you kill them, you will feel the weight of that decision.

Jason Gregory“We can have characters that are not just pop up targets that die after five seconds of being on screen, and you can really get to understand them as real humans — to feel that impact, and maybe a little bit of guilt of having killed someone, realizing this is a real guy,” Jason Gregory, Lead Gameplay Programmer for The Last of Us told us. “He would have killed me if I hadn’t killed him, but it still kind of feels bad. That’s a fascinating emotion for me as a game player.”

It is no secret that Sony has had a huge advantage over the Xbox 360 when it comes to exclusive titles, and no third-party publisher better exemplifies that than Naughty Dog. Following the success of the Jak and Daxter games, it released what may be the best series on this generation of consoles, Uncharted.

Those games (at least beginning with Uncharted 2) redefined what an adventure game could be, and offered a cinematic flair that would leave most Hollywood directors gasping in jealousy. From just barely escaping the onslaught of an attack helicopter by jumping from rooftop to rooftop in a Himalayan city, to escaping a capsized cruise ship before it sinks, the series is renowned for its presentation. It is not, however, well known for its combat mechanics.

It isn’t a bad combat system per se, it’s just uninspired. You typically run in, find cover, and wait for enemies to pop their heads up so you can conveniently shoot them. Barring the odd grenade, you don’t even have to move too often. That is not the case in The Last of Us.

“Both Ellie and the enemy AI has been completely revamped for this game,” Gregory said. “We’re still using some of the lower-level systems — the animation systems are obviously leveraged from prior technology — but all of the enemy perception, the way that they analyze the play space, how they decide where they are going to go, is brand new technology.”

While not an open-world setting, The Last of Us will always give you options on how to proceed. There are a few situations where the story forces you into a combat situation, but in most areas you can make it through quietly by taking out one or two guards. You’ll certainly miss some items, which are important elements to your survival thanks to a new crafting system, but you’ll also avoid the intelligent AI that react to what the developers are calling the “Balance of Power.”

molotov ready“Basically every AI character has a set of behaviors that are for when they are being aggressive, and another set of behaviors for when they are trying to hide from you, take cover, flank you, and so on,” Gregory explained. “And they make those judgments based on their perception of what you have shown to them. So it’s a bit like a poker game. If you reveal your hand, if you brandish a gun at them, they’re like ‘holy crap, this guy has a gun!’ and they start running. If you sneak around they may not know that you have a gun until you take that first shot.”

Since video games got big enough to need marketing that went beyond the odd page in a comic book, publishers and developers alike have claimed that their new AI system is revolutionary. You hear it again and again, how the AI is so responsive that it will blow your mind. “It is all most like it can think for itself!” we’re told, but again and again the result is generally underwhelming, and the promoted freedom of enemy behavior typically boils down to a few key behaviors programmed into an enemy that may have a random pattern of movement. It can still be challenging and immersive, but figuring out the enemy AI is generally easy. It isn’t often that the enemy AI can figure you out instead.

“It’s all based on their perception, and they’ll switch behavioral modes based on what’s going on,” Gregory said. “When they’re in attack mode, they’ll band together, they work as a team and they’ll be more aggressive. When you’re in the position of power, when the balance of power shifts, they’ll try to take cover more, they’ll try to flank you, they’ll try to sneak up behind you.”

It all comes down to that “Balance of Power,” which means that everything you do, every item you collect or pass up, matters. If you enter a situation where you are well armed, then the AI reacts accordingly. If you are spotted and weaponless, you will end up reacting to the enemy instead. It fundamentally changes how you will approach each situation.

joel ellie

Helping you maintain the position of power will be your partner Ellie. The nature of the relationship between the two characters is at the heart of the story and will unfold through the course of the game, but it is more complex than a traditional surrogate father-daughter pairing.

The game begins in a quarantine zone in Boston, 20 years after the plague. Through an as-yet-unrevealed set of circumstances, Joel and Ellie’s paths cross. Joel’s past is shrouded in secrecy, although it is somewhat implied that he was part of a hunter group and has a dark history. When a dying friend asks Joel to look after Ellie, he agrees, but that quickly proves to be far more difficult than first thought. The pair are soon forced to flee west as they are pursued into the brave new world.

Ellie is a child of this new world, and in many ways far more comfortable in it than Joel will ever be. She knows how to survive and adapt, which makes her a useful ally. Thankfully the game is not an escort mission, and you won’t spend your time having to protect Ellie. Instead, when not helping you through the new landscape, she can scavenge on her own and make herself scarce when necessary. The game takes place over the course of a year, and during that time Ellie’s capabilities will grow to match the maturation of the character.

pipe swing missThis is a far cry from ally AI of just a few years ago. When Resident Evil 4 was released in 2005, it was (and still is) hailed as one of the greatest games of that generation. To this day you will still hear people rave about how it was moody and suspenseful, and the action was fun and balanced. You won’t, however, hear too many people say the same about the game’s AI-controlled ally, Ashley Graham, who more often than not became a liability that you had to protect. Games have come a long way since then, and The Last of Us is on the forefront of that technology.

“Ellie is very capable on her own,” Gregory said. “In a way, I kind of think of her as a power up. When you are separated from her, you really feel ‘Wow, I don’t have my ally with me and it’s harder to face the challenges. With she’s with me it’s very helpful.’”

The Last of Us won’t be released until the first part of next year, but it is already well positioned for 2013. As a developer, Naughty Dog has already earned the respect of gamers everywhere. But rather than simply pushing out another Uncharted (which we hope is still in the works as well), it decided to create an entirely new intellectual property, featuring a completely new world, and then decided to completely scrap existing AI programming and create something new.

So the next time you find yourself in a game preparing to hunt down and kill waves of enemies, you may not find it quite so easy. You may find them hunting you. 


Source : digitaltrends[dot]com

Razer asks gamers if they want Project Fiona to become a reality

Razer unveiled their gaming tablet concept at CES early this year under the codename Project Fiona. The idea sparked a great deal of feedback from the gaming community (both in favor of and against) but we haven’t heard much about it since January. That all changed yesterday as Razer CEO Min-Liang Tan took to Facebook to gauge the level of interest in such a device before the team moves any further in the design process.

Tan says Razer has been working on the project since CES and have since narrowed down some key concepts and designs. He goes on to issue a challenge to fans of Project Fiona: if his Facebook post gets 10,000 or more likes / shares in the next seven days, the team will move forward with the concept and make it a reality.

Furthermore, Razer’s chief wants to showcase some of the high-level concepts in an effort to get feedback from gamers. The company will be open to taking suggestions regarding design, hardware specifications, form factor, features and even pricing. Tan closes the post by reiterating Razer’s philosophy – For Gamers. By Gamers.

Based on these conditions, it looks like Project Fiona is well on its way to becoming a reality. As of writing, his post has over 9,500 likes with another six days left in the campaign. It’s likely a lock that the gaming tablet will use an Intel Ivy Bridge processor running Windows 8 but we still don’t know what Razer has in store for the GPU. I can’t help but think that Project Fiona would need something more than integrated Intel HD graphics for it to be considered a serious portable gaming machine.


Source : techspot[dot]com

Nokia Lumia 920 and 820 are AT&T exclusives in the U.S.

Nokia Lumia 920

AT&T will exclusively carry the Nokia Lumia 920 and 820 in the United States.

AT&T just announced that the Windows Phone 8 smartphones, the Nokia Lumia 920 and Nokia Lumia 820 will be exclusive to the carrier in the States.

The flagship Lumia 920 is Nokia’s first Windows Phone 8 device, which also means its one of the first Windows Phones to pack some impressive hardware. It has a 4.5-inch curved glass touchscreen, a dual-core 1.5GHz Snapdragon S4 chip, 32GB of storage, and an 8-megapixel camera. The Lumia 820 is a little smaller with a 4.3-inch display and is being billed as a mid-range smartphone. The stand out feature for both is wireless charging support.

Jeff Bradley, senior vice president of Devices and Developer Services at AT&T Mobility said, “Exclusive to our customers and featuring unique innovations in imaging technology, wireless charging and a bright, sensitive display – all on the nation’s largest 4G network – the Lumia 920 will be one of the hottest phones for the holidays,”

AT&T continues to position itself as the leading Windows Phone 8 carrier and reminded us in its press release that it has sold more Windows Phones than any other carrier to date. It will also offer the HTC 8X.

Both the Lumia 920 and 820 will feature Nokia’s City Lens AR overlay and benefit from all the new features Windows Phone 8 has to offer. The 920 comes in red, white, black, yellow, and cyan; the 820 comes in black.

There’s no word on release date or pricing beyond the fact that the new devices will hit shelves sometime this autumn.


Source : digitaltrends[dot]com

First impressions of the Windows 8 Acer Iconia W700 tablet

Acer announces its latest tablet, the Iconia W700, complete with a cradle dock, Bluetooth keyboard, and of course, Windows 8 compatibility.

As Acer continues to roll out its announcements on its latest Windows 8 lineup, we give you more hands-on impressions of the fresh new products right off the presses. Today, Acer unveils the Iconia W700 tablet complete with an 11.6-inch display in full 1080p high definition at a resolution of 1920 x 1080. The Iconia W700 will come in your choice of Intel Core i5 or i7 Ivy Bridge processor, and of course, the 10-point touch capacitive feature that will allow you to make the most out of Windows 8′s Metro UI.

One of the first things we noticed about the Iconia W700 is how modular the system is. The full set comes with a standing dock and a separate Bluetooth keyboard, both of which will allow you to use it like a PC at home or in your office. You can tilt the cradle dock up from 20 degrees to 70 degrees, depending on your viewing preference. Of course, you can also adjust the dock to stand vertically or horizontally.

Take it out of its cradle and you’ve got a tablet that’s approximately half an inch thich and weighs 2.3 pounds — not too much lighter than the Acer Aspire S7 ultrabook announced two days prior. However, the Iconia W700′s got a few more integrations that make it more of a mobile device than the Aspire S7. Case in point, the built-in G-Sensor, E-Compass, and Gyro-Meter — all of which are meant to help with location-based apps so you can check into a Foursquare joint, find your friends on Google Latitude, search nearby restaurants on Yelp, or the like, in as small amount of time as possible.

Spec-wise, you’ve got your choice of 64GB or 128GB SSD with 4GB of memory, a back-facing 5 megapixel camera that can record 1080p HD videos, and a 1-megapixel front facer that can capture 720p videos. The tablet also has a MicroHDMI and a VGA adapter if you want to hook it up to a projector. One of my personal favorite components of the set is that it comes with its own leatherette case that can pack up the dock, keyboard, and tablet all in a neat place. This makes it perfect for travel, and it’s nice to not have to spend extra on a decent case that can store all the little components and accessories.

The Acer Iconia W700 will be available on October 26 starting at $800.


Source : digitaltrends[dot]com

Let’s go MeeGo: open-source OS is on track for its comeback

Jolla MeeGo

Jolla, the company resurrecting the MeeGo mobile OS, has announced $260 million in funding and plans to reveal its first phone soon.

In July, ambitious Finnish startup Jolla announced it had adopted the abandoned — by Nokia, at least — operating system MeeGo, and would be designing and developing new smartphones based around it.

Jolla’s seriousness was proven by the members of its team, the majority of whom worked on MeeGo with Nokia, and therefore were both personally and professionally attached to the project from the start. MeeGo has plenty of fans around the world too, thanks primarily to the Nokia N9, the one and so-far only MeeGo smartphone to be released.

That could all change very soon though, as Jolla has announced that it has raised 200 million euros/$260 million in funding, and that its first smartphone is almost ready for its public debut.

Details on the funding are sketchy, with Jolla saying only that it has formed an alliance with “leading players in the industry,” and that a data center to host the OS’s cloud services and infrastructure will be setup through Cyberport in Hong Kong. This is an important point, as Jolla plans to aggressively target the Asian and Chinese market, calling China a “game changer in the technology industry,” adding how it wants to create the “third smartphone ecosystem in China,” after Android and iOS.

Jolla’s MeeGo OS has a codename too, Sailfish, and it will make its first appearance very soon. Jussi Hurmola, Jolla’s CEO, called the OS “more open than Google Android regarding apps and service development,” and said in a tweet that now the ecosystem support system is in place, the company “is very close to announce the date for the device launch.” Speaking to Lightreading.com, Hurmola said that the launch dates for the hardware would be decided later this week.

International availability promised

International fans of MeeGo shouldn’t despair at this apparent focus on Asia, as a tweet from Jolla’s official Twitter account stated that Sailfish is “definitely not for China only.”

As for the first phone, if Jolla listens to those who voted in its poll to find out the preferred form factor for the debut device, it’ll be a touchscreen QWERTY slider. Of the just over 3,000 people who voted, 47-percent chose it, despite — or perhaps because of — the design having fallen from mainstream grace over the past few years. The phone announced is almost certainly going to be a pre-release device though, as Sailboat isn’t going to be available for licensing until early 2013.

Speculating on whether Jolla has a meaningful future ahead of it is almost impossible at this stage, particularly without a look at the Sailboat OS and the phone on which it will first appear. Concentrating on rapidly developing markets — in this case China — is a solid tactic, and something which other companies looking to re-invent themselves are also doing.

Competition is fierce though, with ZTE already adopting Mozilla’s Firefox OS, and the Alibaba Group pledging to invest $200 million per month into its Aliyun mobile OS. Jolla has certainly got some hard work ahead if it wants that coveted third position in the market.


Source : digitaltrends[dot]com

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