Ubisoft is now combining AI research and game development at ‘La Forge’
When it
comes to gaming, one usually thinks of “artificial intelligence” as somewhat
less exalted than elsewhere; after all, for years we’ve been raging at cheating
AI players, bemoaning their bad pathfinding, and laughing at their buggy
antics.
But AI can be and is being applied creatively, and those creative
applications can lead to genuine scientific advances. Ubisoft, one of the
world’s largest game publishers, aims to promote these mutually reinforcing
goals with a new internal AI research unit it calls “La Forge.”
“Games drive
innovation, and innovation drives games,” said Yves Jacquier, head of the La
Forge project at Ubisoft Montreal (which turns 20 this year). “We started
working with academics a while ago, as early as 2011, on how to combine AI with
game ecosystem.”
But these
early efforts ran into a fundamental disconnect: academic people, obviously,
need to publish, while Ubisoft’s researchers are incentivized to keep their
advances inside the company. La Forge is the company’s attempt to bridge this
gap.
People from
universities and within the company were recruited “to create stuff with both
scientific significance and marketable qualities,” Jacquier said. And lest you
think this is just a forum or something (as I suspected at first), he then
clarified: “It’s an actual space where Ubisoft employees and academic people,
students, they come together and work on prototypes. They have all the
resources any Ubisoft employee would have.”
Essentially,
the bargain is this: Ubisoft provides reams of interesting data, and the
researchers collaborate to do interesting things with that data; the former
gets interesting new ways to manipulate that data, and the latter get to
publish the interesting work they’ve done. It’s all very interesting.
Consider for
instance the problem of autonomous cars. Ubisoft isn’t making one, but it has
nevertheless created painstakingly detailed representations of real-world
environments — such as the map of the Bay Area in Watch Dogs 2. These
environments involve real-world physics, weather, even semi-autonomous
pedestrians. Research here is fruitful for all parties.
“The
objective with that was for us to find a better way, a more clever way to
program the AI of the cars that we have,” Jacquier told me, for example
creating realistic drivers of responsible, reckless, and cautious types. But
researchers would also use it to test the possibilities of systems destined for
the road, since a simulator like this is catnip for autonomous car developers.
“When you
create this type of AI [i.e. a self-driving car] it’s difficult by nature to
imagine how it would behave in all possible scenarios,” he said. “The idea is
to use the engine to audit and create scenarios that you would not see in real
life because it would be too difficult or unethical — involving pedestrians and
so on.”
Testing in
the real world is expensive and dangerous; doing quality control and
experimentation with virtual sensor setups and other hardware is much easier to
do virtually, as is setting up hazardous stress tests like navigating through a
crowd.
Another
place physical representations are useful is in ambulation; of course,
physics-based movement has been tried many times in the past and is often
glitchy and strange, though Disney Research published some promising work earlier
this year. But here Ubisoft is once again at an advantage owing to its troves
of data, in this case motion capture sessions.
Creating
improved or more robust walking and running animations is of course beneficial
to Ubisoft’s business, but how could that apply elsewhere?
A virtual
character in the La Forge physics-based locomotion simulator.
“An example
is trying to design prosthetics,” Jacquier pointed out. Fabricating and testing
them in real life is once again a difficult and expensive proposition. Whereas,
“if you have a real simulation of motion, you can design your virtual
prosthetic and test it walking, falling, etc,” he said. This could help with
the creation of prostheses that are custom-designed for someone’s body or gait
but don’t require hours of testing or a series of uncomfortable prototypes.
The last
example Jacquier gave is rather different: managing the toxic communities that
seem to spring up around online games. “The game itself, that is something that
you can master,” he said. “But the community is a beast.”
It’s also
very data-heavy, making it potentially an ideal target for the kind of deep
pattern recognition work that AIs are so good at. Recognizing toxic behavior or
users before they become problems could go a long way to making online
interactions less reliably awful. But gaming forums, while especially nasty,
aren’t the only place this kind of thing pops up.
“Everything
that had been learned for the gaming community is also applicable to schools,”
Jacquier asserted. “All those behaviors that are happening, in terms of cyber
intimidation and online bullying, are the same types of things you see in
online communities.”
La Forge
goes in this gap.
Ubisoft
stands to gain from all this, of course, with improved tools and workflows. The
company specializes in creating wide-open worlds that are somehow densely
packed with detail, like flora, enemies, and structures — and it’s
time-consuming to create these. Players notice instantly if the same tree or
NPC is repeated or if two enemies use the same animation. AI can help there.
“It’s
impossible to create a huge city where all the characters could be a main
character — unless you have the tools,” said Jacquier. “The idea is really to
help the people with an AI system that does the first 80 percent of the work
and let them focus on the 20 percent that provides the ‘wow.'”
A few La
Forge projects have been integrated into the company’s design tools, but the
effort is still young.
“We started
one and a half years ago with one employee, now we are working with six
universities,” he said. “In parallel we have, I would say, 10 projects in the
pipe, involving some 50 Ubisoft employees and 15 students.”
A major part
of running a research unit like this, however, is publishing, which La Forge
hasn’t done yet. But it’s on the way, Jacquier insisted.
“We are
planning to publish. I can’t talk about them because they’re being submitted,
but we have a couple examples already — talks at various conferences. Obviously
we want to make sure that when someone is publishing something, we don’t want
our unannounced games and stuff like that being publicized but we do think that
being open, publishing, is a way to help us bring in leaders in the field.”
The attempt
to merge private and academic research efforts seems to have met with early
success in La Forge; it remains to be seen whether after a year or two the
fruits of this labor will be compelling enough to keep the multidisciplinary
team engaged. Keep an eye out for La Forge-associated papers at your friendly
neighborhood AI conference.
TC
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