|
Ed's Newsletter - January/February 2002
THANKS
TO ANIMATION 2002!
I had a wonderful time in Teesside, England at Animation 2002.
Phil Tippett (Tippett Studio) was there, as was Ken Beilenberg
(PDI), Bill Plympton (his unusual and entertaining self -
http://www.plymptoons.com),
John Doyle and Colin Davies (Cosgrove Hall Films), Andy Daffy
(Framestore CFC) and Neville Astley and Mark Baker (Astley
Baker). Animation legend Paul Driessen turned up for a retrospective
of his work. amd Paul Wells (new book: "Animation: Genre
and Authorship") did the interviewing honors. The conference
was organized by the crack Teesside University team of Chris
Williams, Siobhan Fenton (new mom!) and Shaun Featherstone.
I'll be honest, folks, these kinds of events are one of the
most treasured perks of what I do. Every now and then, I get
to rub elbows and learn from some true giants in the industry,
and I feel very privileged.
ACTING FOR ANIMATORS
AT CHICAGO'S COLUMBIA COLLEGE..
I'm teaching two 15-week Acting for Animators workshops at
Chicago's Columbia College this spring. Thanks to Barry Young,
head of the animation program there, for the opportunity.
HAD MORE FUN THAN
I SHOULD HAVE HAD AT VALVE SOFTWARE!
There are not enough superlatives to describe the team of
animators at Valve ("Half Life") in Kirkland, Washington.
I recently spent a couple of days as their guest and simply
had a terrific time. Thanks, guys, for a heck of a wonderful
experience! Marc, I'm reading "The 37th Mandala"
and like it a lot.
CRAFT NOTES
ACTING AND AI: WHERE THE RUBBER HITS THE ROAD
Wired Magazine's March
2002 issue carries a must-read cover story ("Wild Things"
by Steven Johnson) on the state of Artificial Intelligence
(AI), with a strong emphasis on its growing importance in
videogames. Among the fascinating factoids itemized in the
article are these:
** A recent poll of developers showed a sevenfold increase
in CPU time used for AI in the average game since 1997.
** There are at least six AI PhD's now working in the game
industry.
** Game AI is joining the academic AI community at the hip.
Until the past five years or so, these two universes ran parallel
but not in tandem.
After reading the Wired
article, I went to a coffeehouse, ordered myself a tall latte
with extra sugar and tore into an article on the same subject
by University of Michigan professor John Laird. Co-authored
by Michael van Lent. Entitled "Human-level AI's Killer
Application: Interactive Computer Games", it was delivered
in 2000 for the American Association for Artificial Intelligence.
Laird is the cheerleader extraordinaire for the advancement
of AI in computer games, and he makes a lot of sense. You
can find this article
on his web site. What he likes about computer games is
that they are a totally controlled environment for experimentation
with AI.
On the premise that the
Wired piece and Laird's article are a credible summary of
the state of things, I have something to add: Humor. What
I am seeing in these discussions about artificial intelligence
is a focus on the desirability of real-time response, characters'
autonomous intelligent interaction with the environment, planning
skills, language skills, common sense and learning. All of
that sounds right, but without character humor, I don't think
the game developers will be happy with the results.
SENSE OF HUMOR -- SENSE
OF LIFE
If you want a game player
to emotionally interact with the characters in a computer
game, you are going to have to create for the player a landscape
that is familiar in human terms. He must recognize his own.
Oh sure, the game environment can be on another planet and
populated largely by Cyclops, but it is the humans characters
that will do the heavy lifting of creating emotional involvement.
Yes, it is an amazing fete to create characters that seem
to learn and that develop adaptive behavior. But what is the
purpose after all? What is the goal of all of this?
I can't get "Final
Fantasy" out of my head. The movie had a lousy story
and weak acting, it is true, but for me its fatal flaw was
its almost total lack of humor. As I watched the thing, all
I could think was how boring a place earth would be if these
guys actually succeeded in saving the place for themselves.
A world populated by the "Final Fantasy" crowd would
not be worth saving.
A character's sense of
humor is a marker for his sense of life, same as it is for
you and me. Your sense of life is how you process things.
It is how you react when you watch pigeons in the park or
the fans at a ball game or the politicos when they try to
explain Enron to you. We tend to look for friendships and
romantic relationships with others that share our same sense
of life. You don't want to be spending your life with a person
who stands up at the same moment you are sitting down, or
a person who does not get the joke that cracks you up.
Personal example: I am
these days living a bi-city life, with my wife and daughter
being in the San Francisco Bay Area so our daughter can finish
up her senior year of high school. I am in Chicago, trying
to get a new acting studio off the ground. You know what I
miss most about my habitual family life? The little things
like when I read the paper in the morning and want to mumble
to Cally, "Hey, listen to what Cheney said THIS time!"
And she does, and I know how she will respond because I know
her sense of life. If I find something amusing, she likely
will too. I miss that a lot. Humor is part of my life.
In the book "Laughter
- A Scientific Investigation" by Robert R. Provine (Penguin
Books, 2000), it was revealed that women laugh more than men,
and that women put a higher premium on humor. In personal
ads, women tend to "seek a man with a good sense of humor"
much more than men seek women with that quality. Women, according
to this study, like to find men who will make them laugh,
and men are happy to have a good woman chuckle at their jokes
and insights. And, most surprising of all, laughter has very
little to do with jokes anyway. It is a "I'm OK - You're
OK" kind of thing, an indicator of social interaction.
Next time you are sitting
in a restaurant, turn off the sound in your head and watch
the customers at the other tables. Observe the role that laughter
and humor is playing in their communication. Watch how the
female tends to laugh at the man's comments, whatever they
might be.
And the next time you
get up to talk to a group, observe your own gut impulse to
put them at ease -- and to gain their approval -- with humor.
I very much agree with
John Laird. Computer games are the most exciting new frontier
for artificial intelligence. It is also the place where photo-real
animation is going to flourish. "Final Fantasy"
has scared the bejeezus out of Hollywood, and it will be a
very long time before any other studio tries the photo-real
thing. Computer game developers are only now accelerating
into second gear on a wide-open racetrack.
I intend to watch the
developments very carefully and will try to stay abreast of
what the academics like Laird are saying about AI. However,
I hope that game developers don't kid themselves into believing
that AI will all by itself guarantee success, no matter how
much CPU power you toss at it. At the end of the day, game
playing is an aesthetic experience, a kind of theatre. The
animator shamans are still drawing that circle in the dirt,
still talking to the tribe. And part of what the tribe understands
best is --- you guessed it -- humor. Take it to the bank.
|