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Posts Tagged ‘GDC 2008’

Slides for “Serious Games Taxonomy”

Saturday, March 1st, 2008

Just as a follow-up, here’s the slides from Ben Sawyer’s lecture “Serious Games Taxonomy” (pdf file) from the GDC “Serious Games Summit“. I put some brief notes about it in this post. It’s 54 pages/slides long and there’s a lot of great information in there about the the serious games space is expanding into many directions.

GDC Expo floor in 10 minutes!

Friday, February 29th, 2008

Ok… here’s some fun. I had 10 minutes worth of video recording on my digital camera. I figured I’d see if I could walk the GDC show floor in 10 minutes just for the heck of it. I almost made it!

You can’t really see too much detail, of course, and it does tend to make you nauseous to watch since I was moving at quite a clip. Anyway, it is meant for amusement only.

Now imagine this… the career pavilion, where people were trying to drum up jobs, was a completely different room about the same size. Lots of business getting done at GDC this year!

Post-GDC coma is lifting

Thursday, February 28th, 2008

I’m gradually getting caught up with all my GDC-related stuff. I have a stack of business cards that almost didn’t fit under the seat in front of me on the plane, tons of notes to sift through, etc. Oh yeah… AND I had to get back in sync with the real world such as it is in the Central time zone.

For those that haven’t glanced at IA on AI lately, the AI-related posts about GDC are going there. One is Soren Johnson’s lecture on his Civ 4 AI. The other is my (audio) interview with John Abercrombie of 2K Boston about the AI he did for Bioshock. There will be more as I wade through all my notes and memories of the last week. Specifically, I need to touch on Ray Kurzweil’s keynote, Damian Isla’s lecture on the Halo 3 AI, my brief interview with the guys from Kynogon about Kynapse 5, and my recap of the annual AI programmers’ dinner. (I will probably put non-AI related stuff in this blog.)

A lot of my info can be seen on the constantly updating GDC page I put up. Remember, you can see my GDC pictures here. Some of them suck because I had to go without flash which left the shutter open longer… thus the blur. Many of those were strictly for my notes, anyway.

Now that I have seen Soren’s lecture and had my interview with John, I will be updating Post-Play’em with my observations from their respective games. I also need to get into Halo 3 (if I have time) now that my step-daughter is distracted with the new Wii. I want to plow through that while Damian’s lecture is still in my head. I just don’t know if I can commit to it yet.

On a business note, we had some interest in the funding for Airline Traffic Manager that I need to pursue – so those of you who are fans, that’s good news. Remember, however, the process is often long. I know you have been waiting for the development to move forward in earnest – but it is not something that will happen next week.

Stay tuned!

Sunday, February 24th, 2008

For those of you that are waiting patiently for me to finish up my notes from GDC, hang in there. I will be working on them tomorrow night and into the week.

I’m actually in the Denver airport at the moment (Sunday evening) and I wasn’t in any shape to do anything but recover from the conference on Saturday. My notes are still here, however, and I will be posting all sorts of interesting items.

Also, coming on Wednesday is my 1-hour interview with John Abercrombie, AI lead on Bioshock… one AI programmer to another! Fun stuff!

See you once I’m actually back in town and my brain stops bleeding.

GDC Day 2 – Serious Games Summit

Wednesday, February 20th, 2008

Day 2 of the Serious Games Summit at GDC really almost blended into the first mentally for me. Being in the same room both days made it difficult for me to remember what sessions were on what day. I had to look at the dates and times on my notes to keep them straight. Here’s some tidbits from my notes.

Microsoft ESP – Taking Flight Simulator from Game to Serious Game
Shawn Firminger – Microsoft

One thing that was reiterated as a theme of the whole summit was that it is very imperative to not treat your business audience the same as your entertainment audience. The reason that this is especially evident with Microsoft’s ESP (a rebranding of their Flight Sim technology for business customers) is that it was and is an entertainment product at its core. It’s not like many of the other projects in the SGS where something was designed as either a game or a sim… this was both. Shawn talked about how the business customers spoke a different language on many levels… both in describing the product but in describing their needs.

You also need to give them “Clear Value Proposition” for their business. Yeah, this seems really obvious – but it may be something that slips by unless you focus on it. Don’t focus on how cool it is… but what it will do for them.

Endorsements are important to other companies… if one customer likes it, make sure the others know it.

Communicate more information about the future potential of the product. This makes it go beyond what it is doing right now… but what it could be down the road for them as well. What can we make it do?

The Ground Truth of Game Technologies for Homeland Security Training
Donna Djordjevich – Sandia National Laboratories

This project, The Ground Truth, is along the lines of a Sim-City sort of disaster management simulation. You are tasked with running all the emergency responders. The first scenario was the “toxic city”. You play abstracted incident commander… run fire, police, hazmat, etc.

They used the USC GamePipe Labs and Sandia Inst. for modeling and simulation engine. They probably could have done a lot more with it, but it’s still a work in process. There seems to be a lot of activity in this sort of space, however. The “first responder” simulations are being mentioned all over the place.

Their next scenario as part of this project is one involving an “active shooter”. They will be including emotionally-driven NPCs. They are interviewing subject-matter experts about such things as psychology in order to make the sim more realistic.

The Paradox of Play: The Challenge of Measuring What Game Players Learn
Don Daglow (Stormfront)
Alex Games, Frank Lantz (area/code)
Richard Wainess (USC)
Eric Zimmerman (Gamelab)

This session annoyed me in that it turned into a semantic argument about what is a game, what is learning, what is rote learning, etc. It really got rather pathetic and off-topic between a couple of the people and ended up going nowhere for a while. Nothing else worth noting here.

Wolfquest – Dave Schaller, Eduweb

This session was rather interesting to me as I had just recently downloaded the game and messed about with it. My daughter is also very interested in animal behavior and played with it as well.

Unlike simply a website, the Minnesota zoo wanted more than just a method of delivering content. They wanted a realistic 3d world is important rather than just a token so that they could really immerse the player into what it is like to be a wolf… from the eyes of a wolf.

They used the “Unity” game authoring tool for prototyping and they swear by it (or got paid to mention it?).

One of the challenges, especially since they were catering to a wide age-range was to find a balance between realistic difficulty and prohibitive difficulty. For example, elk hunts in the wild can take hours. This was simply not feasible in the game. Wolves may also run for hours to look for stuff… again, not really all that fun, eh?

One big note was that they generated a lot of buzz before the release of the game through a community site. Not only did that help build the traffic, but it is a big way to keep the traffic coming back. There is quite a rabid (I did not just say that) fan base on there. This is important since the game is still expanding as they release more scenarios, etc.


All in all, it was a great 2 days of learning what all is going on in the world of Serious Games.

AI Wisdom 4!

Wednesday, February 20th, 2008
Well… they arrived at GDC the night before the expo floor opened… straight from the printer on a rush order!

It’s definately a great honor to be included in this series alongside some fantastic AI designers and programmers.

Now go buy one! (Link on the sidebar… –>)

GDC Day 1 – Serious Games Summit

Tuesday, February 19th, 2008

My first day at the GDC involved me going to the Serious Games Summit. Since I enjoy the idea of the “deep sim” and the logic, math, and AI that goes into that sort of title, this is something that I am very interested in. Some of the sessions were more relevant than others to me and to Intrinsic Algorithm, but most of them were very interesting. Here’s a couple of notes on some of them:

Serious Games Taxonomy – Ben Sawyer

The whole point of this initial session was to define exactly what the “Serious Games” movement entails. One brief oversimplification was “A defined reapplication of video games.”

One issue that was covered here was a definition of terms. This is startlingly important, it seems. It helps the industry start to sub-divide what it is that we do. Just as in the entertainment world, we have genres like FPS, RTS, RPG, TBS, etc., there are probably 10 times the number of “genres” or applications in the Serious Games space. There are actually a staggering number of applications – some that I wouldn’t necessarily have thought of. One great point that Ben Sawyer made was that using “game-based” as a prefix can combine with everything.

  • Education
  • Production
  • Simulation
  • Messaging
  • Training
  • Application
  • Visualization
  • Interfacing
  • Modeling

One common thread that was mentioned and was echoed throughout the day by various people, companies and projects was that there is still a stigma around even the word “game”. There seems to be an automatic dismissal or at least skepticism around something that is pitched or even described as a game. However, the exact same material described as a “simulation” or “training exercise” or “visualization tool” has an enormous impact.

Gamestar Mechanic – “A game about game design” (Gamelab)

This session was a very novel application of games… to teach children game development. I couldn’t wrap my head around this until I saw it in action. The result was rather interesting. They actually seemed to manage to make it applicable for a wide variety of skill levels in the High School age group.

One point that was made about the necessity for a game like this was that “Kids today need to develop a set of 21st-Century literacies, skills competencies.” Pardon the pun, but no kidding!

The game was designed to teach game design rather than programming – focus on features and parameters. In the beginning, the theme was using game puzzles in order to set stage for being able to solve game design challenges. Make them think about the qualities of the space and the qualities of the characters. Make kids think!

Teaching Journalism with Neverwinter Nights

Nora Paul – University of Minnesota Coll. of Lib. Arts.

In this project, the group actually used the engine for Neverwinter Nights to build a simulation to teach journalism. One important feature that they needed to use was the menu-driven dialog engine. That way they could build the deep interactive scenario of interviewing the people – which is the whole point of journalism. It was tied it to a specific course track and book that was used in the course. Specifically, they tied each part of game to a specific part of the journalism process.

They used Matt Taylor as a consultant using NWN Aurora toolkit and engine to create the game.

The big point of both of these education-based projects was the premise that “Doing things wrong and backtracking is part of education.”

Out of the Box: EA Fuels New Ideas with Madden & Sims Titles

EA put together a compelling presentation on how they (or simply other groups) have used their off the shelf products to do things other than entertainment.

One of them was the “Play Action Simulator” Using Madden interface as a coaching tool. Used by QB at LSU. Making training films for teams. By even running the game through a VR system to control the Madden engine it actually puts the player in the simulation.

Steve Seabolt talked about some things that were being done with the Sims/SIM-whatever franchise. With “SimCities Societies” they entered into a partnership with BP Alternative Energy to “Teach youth around the world about energy alternatives and choices…” (Not self-serving for the company)

Alice is an open-source education software teaching computer programming in a 3D environment that uses the SIMS engine. It should be free and will be released in the fall of 08
They claim that it is also good for building storytelling and very good for girls – both from the storytelling but also from a technology standpoint.

The Redistricting Game – Chris Swain (w/ Ben Sawyer)

This session was about a spectacular project involving the above-linked “Redistricting Game”. It was designed with the “naive vision to allow public to come to an understanding” about the practice of gerrymandering districts for legislators. They wanted to not just teach about a social issue but allowing public to actually experience the issue. They did their best to model all the issues surrounding the legalities – including following the actual laws and rules of procedure that go into it.

I took a moment last night to play with the game a bit… it’s very interesting… and enlightening.

I will try to insert some pictures into here that I took of the screens of all of the above, but I don’t know how helpful that will be. Check back later.

More tomorrow!

Photos from GDC 2008

Monday, February 18th, 2008

I just started my Flickr collection for GDC 2008. I will dump all my pics up there every evening… assuming I can manage to run a computer at the end of the evening. Better descriptions will be forthcoming both during the week and in the days that follow.

Uploaded today are pictures from our hotel and from day 1 of the Serious Games Summit.

There should be a game…

Sunday, February 17th, 2008

Well, our GDC 2008 trip is getting off to a stuttering start. We were less than a mile from the house at the horrific hour of 7AM for our 8:55 flight when my cell phone rings. It was United’s nifty automated message system calling to tell me that our itinerary had been changed. Our new flight is departing at almost noon.

We turned around and went back to the house so I could investigate. It turns out our original flight from OMA to DEN (UAL 731) got delayed somehow – likely due to weather. There were two results of this. 1) it was now an hour behind. 2) They swapped the 757 for a 737. That meant they lost quite a few available seats. So, we got bumped to a later flight (UAL 859) and automatically rebooked on our 2nd leg from DEN to SFO (UAL 77). I haven’t been able to determine what caused the original flight to be delayed that set all this in motion – but it sure is interesting to see the ripple effect throughout the system and how passengers get rebooked.

It sure would be neat if there was an airline simulation that took into account such things. What would that look like? Wow… it would have to have hundreds of aircraft doing thousands of flights to move… well… millions of passengers around. With all those flights, it would have to take into account things like weather delays, because what would happen if an aircraft got delayed on its daily schedule? You would have to swap aircraft for whatever is available, even if it means a different type of aircraft and having to bump and rebook passengers. Which means passengers would actually have to have a real itinerary to mess up! If it happened at a crowded airport, things like that could even mess up an airline’s nationwide route structure!

That sure does make for some great problem solving and could be a lot of fun!


Gone to GDC!

Friday, February 15th, 2008

My next posts will be from San Francisco at GDC 2008! Look for coverage of all sorts!