Incubating developers for PlayStation in Brazil
Palestrantes: Bruno Matzdorf, Chris Norden, Michael
Foster - Sony (SCEA)
Resumo / abstract:
Since early 2007 the SCEA Developer Support Group has made huge leaps in seeding premier
developers in the Latin American region with hardware and support for PlayStation 2 and
PSP (PlayStation Portable). Our presence at SBGames 2007 generated a lot of enthusiasm with
the local developer community. This presentation will address an update regarding our efforts
with Incubation and Academia for the whole region.
Biografia / biography:
Bruno Matzdorf has supported console developers for the past 12 years working for companies
like Metrowerks (CodeWarrior), Criterion Software (RenderWare), and currently with Sony Computer
Entertainment America (PlayStation). Currently, Bruno is helping SCEA find and foster development
talent for all of the PlayStation family platforms. This effort includes the development community
in Latin America.
Chris Norden has been designing, programming, and producing
games professionally for almost 15 years. Having worked at major
companies such as Origin Systems, Looking Glass Technologies,
Ion Storm, and Aspyr Media, as well as starting several of his
own companies, Chris has attained a broad level of technical
knowledge and business experience that is a rare combination in
this industry. Chris is now working at Sony Computer
Entertainment America as a Senior Staff Developer Support
Engineer to help developers around the world achieve their
dreams with the PlayStation 3 and PlayStation Portable gaming
Michael has been working
in the video game industry for 18 years. For the past 13 years
he has been with Sony Computer Entertainment America
(PlayStation). During that time, he has worked with numerous
developers on all platforms in the PlayStation family, analyzing
game design to insure the best possible quality of game, given
the developers available resources. Michael is also part of an
initiative to bring support to the development community in
Virtual Actors and Storytelling for (New) Games
Autonomous non-player virtual characters in commercial video-games are
rather dumb; they usually only execute some simple scripts, and have at
best some autonomous spatial orientation. Human-like communication with
a NPC is still technologically out of reach. It is not possible, for
instance, to talk to a computer controlled NPC in a natural way.
Virtual Actors are something in-between dumb NPCs and (non-existent)
super-intelligent Virtual Humans. Virtual Actors are specialized virtual
characters that are made for playing roles, in the fashion of real
actors. The talk will introduce into the research and challenges related
to Virtual Actors, and will provide an overview of opportunities that
arise with the development of Virtual Actors, for instance opportunities
to create new kinds of games, including therapeutic and serious games.
NPCs (Non-Player Characters) autônomos, em videojogos comerciais, são
bastante estúpidos; normalmente, executam somente um script simples, e
tem talvez ainda alguma orientação espacial autônoma. Tecnicamente,
ainda é impossível comunicar com um NPC de forma natural. Por exemplo, é
impossível manter uma conversa com um NPC, se este estiver sendo
controlado pelo computador.
Um Ator Virtual é algo que se encontra entre um NPC estúpido, e um Ser
Humano Virtual super-inteligente (que ainda não existe). Atores virtuais
são personagens virtuais especializados que são feitos para fazer um
papel dramático, semelhante a um ator real. A apresentação vai
introduzir a pesquisa e desafios relacionados com Atores Virtuais, e vai
dar uma visão global das oportunidades que o desenvolvimento de Atores
Virtuais oferece, para novos tipos de jogos, inclusive para jogos
terapêuticos e "serious games".
Biografia / biography: em breve
The Future of Game AI: NPC's that Learn
Resumo / abstract:
During the next decade, the two fields of AI and online gaming
will advance together for mutual benefit, via an increasing focus on NPC's
that learn and adapt. Today most game AI is still relatively
unsophisticated, even in MMOG's backed up by impressive server farms.
Middleware firms like Kynogon and AI-Implant have sought to rectify this
issue, but their offerings are still weak in key areas, such as learning,
strategic planning and language processing. There exist many opportunities
to use ideas from the AI research frontier to enhance game AI, and in this
way to more greatly diversify the nature of online gameplay. On the AI
side, it has long been recognized that the most natural path to creating AI
systems with advanced intelligence is to embody these systems so that they
can experience the same sort of fusion of sensation, action, cognition and
socialization as humans do. Embodying AI systems in NPC's presents an
alternative to robotics for AI embodiment, and one with several advantages,
including lower cost of development, greater commercial viability, and the
availability of a large and eager audience of humans to interact with and
(implicitly and explicitly) teach the AI's. By designing games in which the
learning and adaptation of the AI-controlled NPC's is part of the gameplay,
we can simultaneously create more interesting and compelling games, and more
advanced AI's. As an example of this approach, the virtual pet genre will
be discussed in detail, and examples of AI-powered virtual pets with
flexible learning and linguistic capability will be demonstrated, drawing on
the speaker's own recent work creating intelligent NPC's for the the
Multiverse game environment.
Biografia / biography:
20+ yrs in AI R&D and commercialization. Former CTO of 120+ employee, thinking machine company, Webmind.
PhD in mathematics from Temple University. Held several university positions in mathematics, computer science,
and psychology, in the US, New Zealand and Australia. Author of 70+ research papers, journalistic articles and 8 scholarly
books dealing with topics in cognitive sciences and futurism. Principle architect of the Novamente Cognition Engine.
Director of Research, Singularity Institute for Artificial Intelligence.
Using Games in Computer Science Education
Resumo/abstract: em breve
John Nordlinger started with computers earning money to pay for his Philosophy degree
at Northeastern University. Although consistently distracted by arcade games, he took most of the
Northeastern University CS curriculum as challenging electives. He was then hired by Digital
Equipment Corporation to troubleshoot VAX/VMS and then worked on the VMS and DEC OSF/1 operating
systems as a Principal engineer. John then went to work at Oracle as Technical Director where he
launched the first 64-bit database and then to Microsoft to lead the Microsoft SQL Server enterprise
effort. John continued to play games at this time, especially Ultima Online, Diablo and Tomb Raider.
Since joining Microsoft Research; John starting working with Academic Institutions in the Northeast
and India. After helping to convince Microsoft Research to open a research lab in Bangalore,
he then moved on to address the decline in CS enrollments with gaming themes. He produces The
MSR gaming kit, manages the MSR initiative on gaming in CS, and works on related assets and events.
In between John plays Everquest 2, DDR and Parking Wars. John has served as founder and co-chair
for the annual GDCSE game cruise and the related Call for Papers. John has also been a Captain and
judge for the Imagine Cup Games Contest. John's current focus is Games for Learning. He is
collaborating with others on developing games to help younger students with algebra and geometry.
John has co-authored three papers at ACM SIGCSE 08- One on teaching with XNA GSE, another on
participating on a panel on games good/bad and one on teach CS with socially relevant themes.
John has recently written, directed and produced his first film "Allegory of the Game" an
interpretation to Plato's "Allegory of the Cave".
"Título a confirmar"
Biografia / biography: em breve
Resumo / abstract: em breve