Category Archives: AI

Assassin’s Creed: What is it doing in the history class?

I’ve been thinking of asking historians, art historians and archaeologists, if they would like to contribute to a new edited book, primarily (or only) on Assassin’s Creed. How do they or could they use it for teaching and research. What new features would they love to see? Could we get some of the professional historians who advised on the series to write their thoughts, advice, and experiences? Perhaps even one of the game designers who worked on the series?

What would be a good title?

  • Assassin’s Creed for Academics: What We Wrote in the Shadows? (What We Taught in the Shadows?)
  • Assassin’s Creed: Academics Take Aim
  • Assassin’s Creed: An Educated Stab in the Dark
  • Assassin’s Creed in the Classroom: Have Eagle, Will Travel
  • update: Alex Butterworth suggested Under the Hood

References

MINECRAFT VR/3D/3D python programming tutorials

MODELS/TERRAIN

We are looking at creating a projected/tracked 3D environment of Perth and Curtin for Curtin Library’s makerspace using Digital Elevation Models (DEM) from sites like

  1. http://vterrain.org/Locations/au/ e.g. http://www.simmersionholdings.com/customers/stories/city-of-perth.html
  2. Then, import into minecraft: https://www.youtube.com/watch?v=tJf2_pQo0dQ
  3. Or from Google Earth: https://www.youtube.com/watch?v=Wha2m4_CPoo

Python

We are looking at creating Python for archaeologists & historians in Minecraft:

Minecraft in a high end game engine and vice versa

Minecraft projection

Minecraft & Oculus & gear

Minecraft in 3D?

https://forums.geforce.com/default/topic/492117/3d-vision/minecraft-does-minecraft-work-in-3d-/

upcoming article for MIT Presence (2015? 2016?)

This article may provoke some responses..

Title:
Defining Cultural Agents for Virtual Heritage Environments

For:
Presence: Teleoperators and Virtual Environments-Special Issue on “Immersive and Living Virtual Heritage: Agents and Enhanced Environments”

Keywords:
Cultural agents, virtual heritage, computational archaeology, visualization, virtual environments, immersion.

Abstract
This article describes the primary ways in which intelligent agents have been employed in virtual heritage projects and explains how the special requirements of virtual heritage environments necessitate the development of cultural agents. How do we distinguish between social agents and cultural agents? Can cultural agents meet these specific heritage objectives?

Introduction
As the call to papers for this special issue has noted, “Most heritage applications lacked a sense of immersion in terms of ‘livingness’, life, behaviour and intelligent agents in the virtual environments, and there has not been any progression in such developments since a decade ago. This criticism of “lifeless” and “sterile” digital environments (and virtual heritage environments in particular) is shared by various scholars (Papagiannakis et al., 2002; Roussou, 2008) but a simple directive to ‘populate’ a virtual environment with intelligent agents masquerading as walk-on characters will not necessarily communicate cultural significance (Bogdanovych, Rodriguez, Simoff, & Cohen, 2009). And communicating cultural significance is an objective of virtual heritage environments even if it is not a requirement of all virtual environments.

Summary
Virtual heritage environments have special needs that create more criteria than those required by mainstream digital environments and too many agent-virtual heritage projects have not communicated the significance and value of the heritage content) due to their focus on perfecting the technology. In their attempt to create more engagement, virtual environment researchers and designers have conflated social presence with cultural presence (Champion, 2005, 2011; Flynn, 2007). A solution is to develop agents who help interpret cultural cues and transmit to the human participant a sense of situated cultural presence and an awareness through place-specific and time-specific interaction of the cultural local significance of the simulated sites, artefacts and events. Such agents would be cultural agents, not merely social agents, as they would convey accummulated and place-specific cultural knowledge that would outlast or extend beyond their own individual ‘lives’

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modding games for AI related research, bots, and portraying character behaviours

Here is an abridged answer I just gave to an architectural academic who is interested in using games and game modding and AI (bots) in consideration was something like 3DVIDIA/Virtools, Unity or Unreal.
I hope this is of use to others or if my sourced information is out of date or inaccurate please comment below the post!

I am no AI expert although I too have an AI project I wish to develop: I don’t know 3DVIDIA, I do know Unreal (UT) used to have AI research projects, I don’t know if UDK has easily available AI projects but UDK does look good.
Overall Unity is probably the easiest and their  asset store has many content packs and scripts and avatars for purchase (including for AI) and it runs on Mac and PC and quite well on older machines.
You may not need the Professional version, I am not sure.

An introductory summary of difference for level design: http://www.worldofleveldesign.com/categories/level_design_tutorials/what-level-editor-game-engine-should-you-use-how-to-choose.php
A game engine comparison is here: http://fragileearthstudios.com/2011/10/24/comparing-cryengine-and-unreal-and-unity-too/

For heritage settings I have been told UDK (http://www.worldofleveldesign.com/categories/udk/ue3-vs-udk-vs-ut3.php) is very good but I have yet to use it.
Of interest to you: there are tutorials for UDK bots
http://www.worldofleveldesign.com/categories/wold-members-tutorials/petebottomley/udk-01-how-to-spawn-bots-in-kismet.php
https://sites.google.com/site/tessaleetutorials/home/udk-custom-enemy
UDK AI Director:

and project at http://draxov.com/design/ai-director-research/
Free tool: http://www.moddb.com/forum/thread/create-bot-ai-with-pogamut-in-udk-ut2004-ue2-or-defcon
http://www.blackfootstudios.com/forums/index.php?showtopic=5898

UNITY AI research
Wandering AI http://answers.unity3d.com/questions/432027/wandering-ai.html
Robot AI from Mecanim example http://forum.unity3d.com/threads/166633-Mecanim-quot-AI-quot-Free-Sources
AI programming


AI applications (basic overview) http://unitygems.com/ai-applications/
Tutorials in Unity and Basic AI http://devsbuild.it/resources/type/article/unity-basic-artificial-intelligence-part-1

Alternative:
A side project might be to review the new SIMS4 and Sims Societies.
http://tesalliance.org/forums/index.php?/topic/6547-new-artificial-intelligence-mod/

On a more urban design and cinematographic level, one used to be able to link Simcities and the SIMS2 avatars but I have not heard of related urban design or BIM research.
We are also going to look into Skyrim the Crysis/CryTek engine, which may be too powerful / complex for your needs.
I personally will also look into, the earlier version, Oblivion, had very simple scripting tools for avatar interaction and also had good modding tools (but it was not multiplayer, at least not officially).
Skyrim (Creation kit) has built in habits for NPCs, which I believe can be modded/affected, new buildings/settings can be added relatively easily.
http://tesalliance.org/forums/index.php?/topic/6547-new-artificial-intelligence-mod/

SUMMARY
For ease of use, most designers and researchers seem to be using Unity, but UDK (free download for PC) may have some benefits if you find similar AI projects.
If you want to show behaviours and don’t mind or can replace medieval settings, Skyrim may suffice.
For path finding UDK may be good, Unity can do all of it but if you can’t find prebuilt software in the Unity story, you may need to build it from scratch.
Overall, Unity is probably easiest, there plenty of presets/modules, and scripting can be in JavaScript or Python or C# etc. And MiddleVR seems a good for fit for connecting Unity to VR devices and for stereo projection (a video tutorial is here).