Electronic Arts Says Artificial Intelligence Will Make Game Characters Much More Realistic


Electronic Arts is looking for ways to use AI to make its characters move in a more believable way.


There’s always that moment in every video game where the character does something you didn’t expect and breaks the immersion. Maybe a villain you just shot falls to the ground with his arms flapping like a rag doll. Or maybe your character is moving too steep when getting in or out of a vehicle.

Electronic Arts is among the companies hoping to turn to artificial intelligence to help solve this problem. The gaming giant plans to discuss its latest research at the Siggraph infographic conference this week, showing new computer programs he built to make sports game characters move more realistically.

The research video demonstration, called Neural Animation Layering for Synthesizing Martial Arts Movements, showed the results of AI programs that can realistically blast or hit characters. Typically, developers should tell their games how a character is supposed to behave from moment to moment. EA’s new techniques could produce lifelike characters with animators doing a fraction of the work.

“The things we’re looking for are mostly focused on creating this realistic animation,” EA researcher Sebastien starke said in an interview.

EA’s research is just the latest in a series of ways computer programmers are trying to make their games much more realistic. Today, game makers have tools like photogrammetry, which can convert detailed photographs into interactive locations and objects. Game makers also use motion capture technology similar to Hollywood studios to help recreate an actor’s expressions and movements.

Other game makers have experimented with AI-based animation technology as well. In particular, Ubisoft’s research and development teams have published examples of their own work similar to that of Starke.

Beyond research, EA has turned to AI to make its video games more realistic as well. Its latest football title, FIFA 22, which will be released on October 1, features a technology called HyperMotion. This feature gathered data from matches played between two teams of 11 players wearing motion capture suits, which were then fed into a computer program that produced over 4,000 new animations of players hitting balls and moving on. the land in a unique way.

Starke, an avid gamer who calls himself a “terrible artist,” started out in computer science and robotics. In recent years, he has focused his research on using AI to create better animations for basketball games, characters sitting on chairs of different sizes, and even walking animals.

Next, he hopes to teach computers how to identify motion capture data from standard film or video, rather than relying on motion capture suits and the sensor arrays typically attached to actors. .

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