• Welcome to TechPowerUp Forums, Guest! Please check out our forum guidelines for info related to our community.

Ubisoft Exploring Generative AI, Could Revolutionize NPC Narratives

T0@st

News Editor
Joined
Mar 7, 2023
Messages
2,077 (3.16/day)
Location
South East, UK
Have you ever dreamed of having a real conversation with an NPC in a video game? Not just one gated within a dialogue tree of pre-determined answers, but an actual conversation, conducted through spontaneous action and reaction? Lately, a small R&D team at Ubisoft's Paris studio, in collaboration with Nvidia's Audio2Face application and Inworld's Large Language Model (LLM), have been experimenting with generative AI in an attempt to turn this dream into a reality. Their project, NEO NPC, uses GenAI to prod at the limits of how a player can interact with an NPC without breaking the authenticity of the situation they are in, or the character of the NPC itself.

Considering that word—authenticity—the project has had to be a hugely collaborative effort across artistic and scientific disciplines. Generative AI is a hot topic of conversation in the videogame industry, and Senior Vice President of Production Technology Guillemette Picard is keen to stress that the goal behind all genAI projects at Ubisoft is to bring value to the player; and that means continuing to focus on human creativity behind the scenes. "The way we worked on this project, is always with our players and our developers in mind," says Picard. "With the player in mind, we know that developers and their creativity must still drive our projects. Generative AI is only of value if it has value for them."




Characters, Not Programs
Practically, this means that the personalities of these NPCs aren't created by a machine, but by a writer, who shapes their character, backstory, and conversationstyle, and then continues to tweak once the learning language model starts improvising dialogue. Narrative Director Virginie Mosser has spent the last year and a half creating characters for the NEO NPC project, and she's found it a rewarding, if totally new, experience. "I'm used to building a character's backstory, their hopes and dreams, the experiences that shaped their personality, and used all that information to nurture myself into writing dialogue," explains Mosser. Now, she builds a character's backstory, their hopes and dreams, the experiences that shaped their personality, and uses all that information to nurture a model.

"It's very different," she says. "But for the first time in my life, I can have a conversation with a character I've created. I've dreamed of that since I was a kid." By Mosser's side throughout the project has been Data Scientist Mélanie Lopez Malet, who teaches the model to behave like Mosser's original creation through guardrail systems, player input analysis, 3D environment and textual instructions. Malet, who used to teach high school literature and remains inspired by good storytelling, has been equally as driven as Mosser to create NPCs that react like real characters created by humans.

Always Iterating
A language model, Malet explains, is a big box full of concepts and statistics that produce words that might go together, based on the common co-existence of certain words. So, if you were to talk to a basic language model, it would produce boring, robotic answers. By conditioning the statistics within the model to go in the direction you want, based on the backstory, personality, and dialogue style as envisioned by a writer, it begins to understand what you expect.

"The model's task becomes: I must impersonate this character,'" says Malet. "It is really important to us that it behaves like the character Virginie created. So, while we're talking to it, we ask ourselves: 'is this Lisa? Would Lisa say this?' and if the answer is no, we need to go back and find out what happened within the model to make it stray from the vision Virginie had."

Sticking to the Scenario
Such iterative character creation also helps to put structure around any player behavior that might disrupt, say, the tone of a particular scenario, or the goal it ultimately wants you to reach. Characters are programmed to react to player prompts in certain ways, or not react, depending on their personalities. "It's garbage in, garbage out," says Malet of players inputting nonsensical prompts. "But it's also magic in, magic out. And when the player creates their own scene and it all clicks? That's an incredible experience for them."

There are other guardrails in place; the team has a lot of filters in place to catch toxicity and inappropriate inputs on the part of the player, for example. "We have made a distinction between the player antagonizing the NPC and insulting them, so we can properly scope what is toxic," says Malet. The model is then crafted to react to said toxicity: it will no longer be collaborative. "It's important to us to reiterate that these characters do not have free will," says Mosser. "They are there to play a role in a story. They have a narrative arc."

Catching Bias
As we talk, the team keeps returning to authenticity—or soul, as Mosser puts it - as the guiding light for everything they touch. There's a keen sensitivity toward bias and stereotypes within the LLM and its influence on character design and behavior. ("we created a physically attractive female character," explains Malet, "and its answers veered towards flirtatious and seductive, so we had to reprogram it"). There's also a firm belief in human performance as an irreplaceable part of building a believable character. "To have a character who is really expressive," Malet says, "you need an actor who is very expressive."

The End Goal and Next Steps
Project NEO NPC is only a prototype, and there's still a way to go before it can be implemented in a game. The end goal is to keep it as a flexible tool, as useful for smaller Ubisoft projects as it could be for AAA. "You don't need to be a triple-A developer to onboard this technology and present your players with a new experience," says Picard. "There are a ton of gameplay possibilities with NEO NPCs."



The team are using GDC 2024 to present the project, but also as the checkpoint to take stock of industry feedback, and gather their learnings to date on what the technology means for them and their players in the future. Malet and Mosser also want to take the opportunity to emphasize that there is room for creativity in the generative AI space, that data and storytelling can live side by side. "I'm a creative," says Mosser. "And every day since I began working on this project, I've created."

View at TechPowerUp Main Site | Source
 
Joined
Nov 27, 2023
Messages
2,500 (6.39/day)
System Name The Workhorse
Processor AMD Ryzen R9 5900X
Motherboard Gigabyte Aorus B550 Pro
Cooling CPU - Noctua NH-D15S Case - 3 Noctua NF-A14 PWM at the bottom, 2 Fractal Design 180mm at the front
Memory GSkill Trident Z 3200CL14
Video Card(s) NVidia GTX 1070 MSI QuickSilver
Storage Adata SX8200Pro
Display(s) LG 32GK850G
Case Fractal Design Torrent (Solid)
Audio Device(s) FiiO E-10K DAC/Amp, Samson Meteorite USB Microphone
Power Supply Corsair RMx850 (2018)
Mouse Razer Viper (Original) on a X-Raypad Equate Plus V2
Keyboard Cooler Master QuickFire Rapid TKL keyboard (Cherry MX Black)
Software Windows 11 Pro (24H2)
To be honest, with the usual level of writing that most high profile Ubisoft titles display they might as well just switch to AI and I don’t think anyone will notice.
 
Joined
Nov 22, 2023
Messages
226 (0.57/day)
It would be nice for AI to make game development/narratives/open worlds more robust with 80% of the content being focused made by people stuff and 20% smoothing around the edges AI generated stuff, but like anything that becomes a crutch I suspect AI will begin taking more and more of the development workload, especially for formulaic game mills like Ubisoft etc. where AI would really shine in reducing the expense of having employees iterate on the same concept for the nth time.
 
Joined
Apr 18, 2019
Messages
2,397 (1.15/day)
Location
Olympia, WA
System Name Sleepy Painter
Processor AMD Ryzen 5 3600
Motherboard Asus TuF Gaming X570-PLUS/WIFI
Cooling FSP Windale 6 - Passive
Memory 2x16GB F4-3600C16-16GVKC @ 16-19-21-36-58-1T
Video Card(s) MSI RX580 8GB
Storage 2x Samsung PM963 960GB nVME RAID0, Crucial BX500 1TB SATA, WD Blue 3D 2TB SATA
Display(s) Microboard 32" Curved 1080P 144hz VA w/ Freesync
Case NZXT Gamma Classic Black
Audio Device(s) Asus Xonar D1
Power Supply Rosewill 1KW on 240V@60hz
Mouse Logitech MX518 Legend
Keyboard Red Dragon K552
Software Windows 10 Enterprise 2019 LTSC 1809 17763.1757
How about instead of using AI to write the characters and story, we use it to make sure there's never an impossibly locked door, ever again. -No area unexplorable, no invisible walls.
 
Joined
Jun 10, 2014
Messages
2,995 (0.78/day)
Processor AMD Ryzen 9 5900X ||| Intel Core i7-3930K
Motherboard ASUS ProArt B550-CREATOR ||| Asus P9X79 WS
Cooling Noctua NH-U14S ||| Be Quiet Pure Rock
Memory Crucial 2 x 16 GB 3200 MHz ||| Corsair 8 x 8 GB 1333 MHz
Video Card(s) MSI GTX 1060 3GB ||| MSI GTX 680 4GB
Storage Samsung 970 PRO 512 GB + 1 TB ||| Intel 545s 512 GB + 256 GB
Display(s) Asus ROG Swift PG278QR 27" ||| Eizo EV2416W 24"
Case Fractal Design Define 7 XL x 2
Audio Device(s) Cambridge Audio DacMagic Plus
Power Supply Seasonic Focus PX-850 x 2
Mouse Razer Abyssus
Keyboard CM Storm QuickFire XT
Software Ubuntu
So, if the big game development studios are considering automating creative work, then why should they need thousands of developers and hundreds of millions to develop a "new" game, when a couple of teenagers can practically achieve the same result? The market is already full of recycled junk and asset flips, and I think most are getting tired of the endless stream of crap. Not to mention, any generated content is likely to have strong resemblance to other content leading to copyright infringements and lawsuits.

I know many types of content creators are worried about generated content, but ultimately a statistical model will only generate permutations of the data the model is based ("trained") on, meaning you will only get mass-produced recycled junk. This will be a rise of mediocrity; those who make junk will join up in a race to the bottom, and the big companies will be defeated by swarms of "kids" creating similar stuff. Those who are talented and create original content, will succeed if they manage to stand out.

How about instead of using AI to write the characters and story, we use it to make sure there's never an impossibly locked door, ever again. -No area unexplorable, no invisible walls.
If anything, this will lead to the most bug-ridden games ever imagined. Logical flaws and glitches everywhere.
 
Joined
Feb 11, 2009
Messages
5,572 (0.96/day)
System Name Cyberline
Processor Intel Core i7 2600k -> 12600k
Motherboard Asus P8P67 LE Rev 3.0 -> Gigabyte Z690 Auros Elite DDR4
Cooling Tuniq Tower 120 -> Custom Watercoolingloop
Memory Corsair (4x2) 8gb 1600mhz -> Crucial (8x2) 16gb 3600mhz
Video Card(s) AMD RX480 -> RX7800XT
Storage Samsung 750 Evo 250gb SSD + WD 1tb x 2 + WD 2tb -> 2tb MVMe SSD
Display(s) Philips 32inch LPF5605H (television) -> Dell S3220DGF
Case antec 600 -> Thermaltake Tenor HTCP case
Audio Device(s) Focusrite 2i4 (USB)
Power Supply Seasonic 620watt 80+ Platinum
Mouse Elecom EX-G
Keyboard Rapoo V700
Software Windows 10 Pro 64bit
Give it 6 years and we might have something but right now no that won't work
 
Joined
Nov 19, 2012
Messages
462 (0.10/day)
Location
France
Processor i7 12700K
Motherboard MSI PRO Z690-A WIFI DDR4
Cooling Noctua NH-U14S
Memory G.Skill Ripjaws V 32GB 4400Mhz CL19 1T
Video Card(s) AMD Radeon 6700 XT
Storage 970 EVO 250GB|Crucial m4 128GB|MX300 525GB|MX500 1TB|PNY XLR8 2TB|Kingston NV2 2TB|14TB HDD|4TB HDD
Display(s) Acer XG270HU 27" 1440p 144Hz
Case Fractal Design DEFINE R4 Black Pearl Window
Audio Device(s) Creative Sound Blaster Z
Power Supply Corsair RM850x
Mouse Razer Naga Trinity
Keyboard EVGA Z15 RGB Mechanical Gaming Keyboard
Software Windows 11 Pro 64bit
Last edited:
Joined
Apr 18, 2019
Messages
2,397 (1.15/day)
Location
Olympia, WA
System Name Sleepy Painter
Processor AMD Ryzen 5 3600
Motherboard Asus TuF Gaming X570-PLUS/WIFI
Cooling FSP Windale 6 - Passive
Memory 2x16GB F4-3600C16-16GVKC @ 16-19-21-36-58-1T
Video Card(s) MSI RX580 8GB
Storage 2x Samsung PM963 960GB nVME RAID0, Crucial BX500 1TB SATA, WD Blue 3D 2TB SATA
Display(s) Microboard 32" Curved 1080P 144hz VA w/ Freesync
Case NZXT Gamma Classic Black
Audio Device(s) Asus Xonar D1
Power Supply Rosewill 1KW on 240V@60hz
Mouse Logitech MX518 Legend
Keyboard Red Dragon K552
Software Windows 10 Enterprise 2019 LTSC 1809 17763.1757
If anything, this will lead to the most bug-ridden games ever imagined. Logical flaws and glitches everywhere.
Or, train it like the devs trained themselves when making Red Faction: Guerilla; off of real architectural engineering.

I do agree that the last place AI/MI should be used is 'creative' work. Hence, my thought of training it to 'take care of the busy work, and fill-in'.
At least theoretically, if trained off an already mostly-complete game world, inferring the rest seems logical.
 
Joined
May 11, 2018
Messages
1,292 (0.53/day)
I do agree that the last place AI/MI should be used is 'creative' work. Hence, my thought of training it to 'take care of the busy work, and fill-in'.
At least theoretically, if trained off an already mostly-complete game world, inferring the rest seems logical.


But it's the most logical place for company and it's shareholders - game development cost enormous amount of money, where can we AI generate stuff and fire as much people as possible?
 
Joined
Sep 10, 2015
Messages
530 (0.16/day)
System Name My Addiction
Processor AMD Ryzen 7950X3D
Motherboard ASRock B650E PG-ITX WiFi
Cooling Alphacool Core Ocean T38 AIO 240mm
Memory G.Skill 32GB 6000MHz
Video Card(s) Sapphire Pulse 7900XTX
Storage Some SSDs
Display(s) 42" Samsung TV + 22" Dell monitor vertically
Case Lian Li A4-H2O
Audio Device(s) Denon + Bose
Power Supply Corsair SF750
Mouse Logitech
Keyboard Glorious
VR HMD None
Software Win 10
Benchmark Scores None taken
But it's the most logical place for company and it's shareholders - game development cost enormous amount of money, where can we AI generate stuff and fire as much people as possible?
Oooor, you don't use AI to fire people, but to cut development time in half instead. 7-8y projects under 3-4years sound a lot better to me than making the same shit under 7-8 years but with half the people. You get to keep half the money anyways but with halfed dev.time the turnaround rate of the investment is doubled and your development becomes more flexible.
 
Joined
Feb 1, 2024
Messages
16 (0.05/day)
If NPC dialogue is generated by AI, I can't wait for people to try everything they can think of to make NPCs say uncouth things that embarrass Ubisoft. I'm already getting visions of Ubisoft trying to take down videos from YouTube where their NPCs say racist stuff.
 
Joined
May 11, 2018
Messages
1,292 (0.53/day)
Yeah, that would be a real problem for a company, and it's almost impossible now to make such a strong rules to generative AI you can't somehow circumvent them.

I imagine first iterations will be very similar to standard NPC, with larger question and reply bases - which can be generated with the help of generative AI. And generative AI could help with choosing the right pre-approved response. But I don't see companies using generative AI characters with full "ChatGPT-like open interaction" just yet - that is also very power hungry, and delays in answers break the immersion just as much as standard NPC interaction with very limited options.
 
Joined
Jun 1, 2010
Messages
392 (0.07/day)
System Name Very old, but all I've got ®
Processor So old, you don't wanna know... Really!
In this case, the games should become much cheaper, as there's no human input, that requires the payment and salary. At this pace Ubisoft (EA and other) CEO(s) would make the industry a favor, and replace himself with some AI.
 
Last edited:
Joined
Apr 24, 2020
Messages
2,723 (1.60/day)
I've said this before and I'll say it again.

Any "game" where you're just sending text to-and-from ChatGPT is less fun (and likely more expensive) than just getting a ChatGPT subscription for yourself.

There's no moat here. NPCs that can be ChatGPT bots will have to be so inconsequential to the story that whatever they say is irrelevant to the plot and doesn't affect anything. For if they were actually essential to the plot, the risk of the LLM saying something it shouldn't (ex: wrong timing, wrong information, spoilers, etc. etc.) is too great.

And yes, playing with an LLM and bouncing ideas / dialogue off of them is fun... for a bit. But it gets boring after a while. There's only so many times basic requests can fail before I give up on it.
 
Top