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Ubisoft debuts NEO NPC AI prototypes | GDC 2024

GamesIndustry.biz

Ubisoft has shown three behind-the-scenes demos at GDC this week on the potential of AI when it comes to building NPCs. Dubbed NEO NPCs, Ubisoft's efforts involves combining AI responses with narrative back stories and prompts designed to avoid making the NPCs appear 'soulless'.

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AWS for Games debuts Guide to Generative AI for Game Developers, and more at GDC 2024

AWS Games

AWS Demos Throughout GDC, AWS generative AI specialists were on hand to demonstrate how large language models (LLM) and generative AI services enable non-player characters (NPCs) to be more dynamic and intelligent in the Play and Learn Lounge.

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Building Lifelike Digital Avatars with NVIDIA ACE Microservices

Nvidia

Kairos demo evolves with new technologies from Convai In collaboration with Convai , NVIDIA showed the latest version of the Kairos demo to showcase how next-generation AI NPCs will revolutionize gaming. Open-ended conversations with NPCs open up a world of possibilities for interactivity in games.

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Harvest Island Demo & The Behind The Scenes Trailer

Yobob Games

Harvest Island Demo. A very important NPC in the game. Harvest Island Demo. With the release of the new trailer, I decided to release the demo version of the game. And if you explore that little 15-30 min demo, you’ll be able to find a secret very early in the game. Harvest Island Demo.

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Spotlight: Convai Reinvents Non-Playable Character Interactions

Nvidia

Whether you’re a creator, game designer, or developer, Convai enables you to quickly modify a non-playable character (NPC), from backstory and knowledge to voice and personality. Context-aware responsiveness This innovative approach consists of enabling adaptive and context-aware NPC responsiveness.

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Generative AI Sparks Life into Virtual Characters with NVIDIA ACE for Games

Nvidia

To further align the NPC’s behavior with expectations, in the future, you can apply reinforcement learning from human feedback (RLHF) to receive real-time feedback from designers during the development process. After the NPC is fully aligned, the final step is to apply NeMo Guardrails , which adds programmable rules for NPCs.

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What goes into the vertical slice of an MMORPG? I feel that it would be hard to prototype when a lot of the game’s premise relies on quest progression, player-to-player interactivity, etc. It seems like something that cannot be communicated effectively until much later in development.

Ask a Game Dev

MOBs that exist within the world independent of players At least one quest that the players are able to accept, progress, complete, and obtain rewards A functioning leveling system that allows players to level up and obtain rewards Functional UI - combat, looting, character inventory, NPC interaction (e.g.

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