Phase-Functioned Neural Networks for Character Control

youtube.com/watch?v=Ul0Gilv5wvY

Other urls found in this thread:

youtube.com/watch?v=ngZ0K3lWKRc
i.imgur.com/Rq9zqLP.gifv
youtube.com/watch?v=LqzM0UTE734
twitter.com/NSFWRedditGif

I'm an idiot of blibical proportions: what the fuck does it all mean?

Although I think this looks better, I still prefer MGS3-4 style of movement where you turn instantly, even though it doesn't look realistic at all

>Neural Networks

automated animation

it means your character moves more realistically rather than standing still and spinning in a circle when turning. how long until the devs of star citizen decide to put this in their game rather than finishing the core game

Sounds neat.

Self-learning AI that learns from mistakes. The advantage is that you don't have to manually make all the animations. The idea is that such the AI can produce animations and this could be a huge game changer as it could reduce the amount of manual animations needed to be created or motion captured. Reduce work time = less money. A short cut.

There's all kinds of automated short cuts in game development. You see a field with a bunch of rocks? Those rock piles weren't made by hand. There was a procedural generation which created them. Hand making rock piles is a waste of time.

It means they feed gigabytes of motion capture data to a neural network and it interpolates between animations depending on gamepad input and terrain. It also means that because they use normal people as motion capture actors, animations look like done by an average joe. It works for games like Uncharted, but it would be retarded for a game like bayo

Absolutely agree. It's why Blizzard's games feel so responsive and smooth, their animations are instant. This meme of realism and acceleration/deceleration only makes animations feel unresponsive.

youtube.com/watch?v=ngZ0K3lWKRc

An insult to life itself.

You got it absolutely wrong, the AI isn't making animations. It's mixing up motion captured data.

holy fuck could they have chosen a more boring speaker

>Why aren't these academic programming nerds sound like programming nerds?

The speaker is probably one of the devs on this.

You're the cancer killing video games because you need MUH EBIN FLASHY SMOKES AND MIRRORS I TURNED INTO LE PICKLE XD
It's a research paper and the speaker is the researcher. Go be an idiot on reddit or something

i hope this doesn't end up like the unlimited detailing shit.

>Tl;Dr : more imput lag that you want

>automatically slows character near obstacles, automated jumping
movie-""game"" tier cancer

>i don't like video games becoming better
fuck off

Actually most of the best selling PC games have almost no input and movement lag. It looks less realistic but it feels much better

>lets make walking simulators as slow and shit as walking in real life

>You will never perform locomotion in a planar environment

You were born without legs? That must suck

>better
When I have my character run into a wall, he should run into that wall. A better game would be one where he actually knocks his head and falls over, not one where the game takes over control because babby isn't supposed to hit anything at more than 5 mph.

>this can ONLY result in perfect human motion, you cant change variables in this to give it different properties

Theoretically the neural network is motion agnostic. The reason why the character slows down near obstacles is because the motion capture actor slowed down. If you get an agile actor who can smoothly maneuver around obstacles and rough terrain then the final locomotion won't be clunky like that.

>lets just use an AI neural network to make the walking as most realistic as possible to then proceed to hardcode it so its like walking we have now
Makes total sense...

>then proceed to hardcode it s-

You're retarded.

You are right, but in the end you are still limited to the actor's physical constraints. If you're making a superhuman character then motion capture can only take you so far. There's also the fact that I highly doubt game studios will bother hiring proper actors, and we'll get mr. average joe who can't even jump rope without tripping himself do the animations to cut down on costs.

the motion capture is the basis of it. turn around and make that models legs twice as long. since its dynamically learning as it goes...

>more floaty innacurate movement in games

t. neural AI walking expert.
You should work for google.

>Ubisoft use that new system
>CPU usage at 100% just walking around
10/10 technology, why use power for better AI or more NPC when you can use it to walk?

I guess you must be proud of being a dumbass

I get it that it's a joke but if you read the paper it's actually very lightweight

>Active physic animation
Stop with this shit. Tony hawk 5 gameplay was ruined with this kind of animation.

a bit melodramatic.

thats pretty amazing, he was talking about it being undemanding, let's hope that's true.
did anything came of that?

I LOVE it when it takes me 10 years to turn my character around, and then they have inertia so they stop a little too far away.

Shadow of the Colossus already did this in 2005

The only application I can see this having is in in-game cutscenes to smooth out character movement and make it seem more natural.
Otherwise its just going to feel like input lag.

Can you imagine this shit in a game like bloodborne? It'd be fucking awful

Kudos to these guys for solving the problem by separating the phase though, pretty clever little move.

Sup Forums needs more posts like this

>part of the 3 digit club
>shitpost on Sup Forums
Some "not dumbass" may be somewhere else.

I think it's great for AI since movement lag isn't felt by the player and the extra realism really helps.

no shit from what i heard

>imagine being such a basement dwelling neckbeard you cant even predict something like their own walking
this dude got rid of his basement door and bathroom doors because he forgets these concepts and slams into them everytime

By AI I meant NPCs, I guess the meaning isn't that clear when we're talking about neural networks.

>tfw you recognize the awful gaussian processing movement from mass effect

i.imgur.com/Rq9zqLP.gifv

Ubisoft AI's don't feel movement lag either, they can shoot from their back if the animation takes too long.

The point is to make it LOOK better while still feeling good, dumb fuck.

haha nice one my good sir! upboated

Jesus fuck what's the reason for your autistic rage against ubisoft?

that's a good point i hadn't thought about NPC implications

How does that work? It seems like it'd feel cheap to the player if the enemy is turned around and then somehow is shot by the enemy with its back to them

thats offensive, even redditors can figure out basic walking

A new age for walking simulators.

youtube.com/watch?v=LqzM0UTE734

Free rogue-lite bullethell MMO by the creators of warframe. Will it be the next RotMG?

the shilling is real

it's not like there's anything preventing the animation team from using sped-up animations to allow movement on a dime.
but if we're talking similar weight, for honor had a system similar to it that still worked fine. i mean the game has other problems, but there was nothing wrong with the movement.

It feels cheap that issues has been there for more than a decade.
It's hard to make a challenging AI with human behavior so they drop the human behavior when they feel like it

It's fine if you like clunky controls

You should learn English before throwing tantrums, at least that would make your babbling a bit more understandable

Is this the new LA Noire?

It really didn't

Gamedetail isn't digital extremes.

3rd person... walking simulators.
Just think about it, does any FPS benefits from this?
This is obviously aimed to uncharted and other popcorn "cinematic" games.
Gives nothing to gameplay like said, and only slow you down plus the imput lag.