0:00:00.180,0:00:05.580 The Sims is a digital dollhouse, [br]filled with little computer people. 0:00:05.580,0:00:09.060 And it's your job to keep [br]them alive, keep them happy, 0:00:09.060,0:00:12.960 and keep their house furnished [br]with ever more expensive trinkets. 0:00:12.960,0:00:18.420 But micromanaging the needs and desires of [br]an entire family can get pretty tedious. 0:00:18.420,0:00:21.720 So the developers at Maxis soon realised that 0:00:21.720,0:00:25.140 they'd need to give these guys [br]a certain amount of autonomy. 0:00:25.140,0:00:26.040 Free will. 0:00:26.040,0:00:31.020 The power to think for themselves, if [br]the player stops giving direct commands. 0:00:31.020,0:00:32.460 Which is actually... 0:00:32.460,0:00:38.340 a pretty complicated task! These characters [br]need to read as believable humans. 0:00:38.340,0:00:42.540 And they need to be able to adapt to any [br]possible house you build around them, 0:00:42.540,0:00:45.600 or any social situation they find themselves in. 0:00:45.600,0:00:51.240 And - crucially - they can't be so smart that [br]the player can just sit back and do nothing. 0:00:51.240,0:00:57.120 So how do you make a video game [br]AI that can do all of that? 0:00:57.120,0:00:59.340 Well, that's what I want to explore in this video. 0:00:59.340,0:01:05.580 I'm going to break down the clever ways that Maxis [br]designed autonomy in this four-game franchise - 0:01:05.580,0:01:08.040 though with a focus on the original game, 0:01:08.040,0:01:11.760 and - let's be honest - the [br]best one, which is The Sims 3. 0:01:11.760,0:01:13.320 It's not going to get too technical, 0:01:13.320,0:01:18.240 but there is a metric buttload of resources [br]in the description if you want to dive deeper. 0:01:18.240,0:01:20.760 With that out of the way, I'm Mark Brown, 0:01:20.760,0:01:25.080 this is Game Maker's Toolkit, [br]and here's how The Sims... think. 0:01:26.160,0:01:30.780 Okay - decision making in The Sims [br]is all driven by a set of mental 0:01:30.780,0:01:34.620 and physical needs - dubbed "motives", by Maxis. 0:01:34.620,0:01:39.000 In The Sims 1 that's hunger, [br]hygiene, fun, energy, 0:01:39.000,0:01:43.800 bladder, social, comfort, and room, or tidiness. 0:01:43.800,0:01:47.520 They all go from negative 100 to positive 100, 0:01:47.520,0:01:51.780 and if you combine them all, you get [br]the Sim's overall level of happiness. 0:01:51.780,0:01:57.300 These meters are constantly ticking down - [br]each decaying at slightly different rates, 0:01:57.300,0:02:00.900 and faster if the Sim is [br]performing a related action. 0:02:00.900,0:02:04.260 The bladder meter drops more quickly [br]when the Sim is eating, for instance. 0:02:04.260,0:02:08.700 Maxis carefully tuned all of these [br]rates to hopefully match a normal 0:02:08.700,0:02:12.600 human schedule - like needing eight [br]hours of sleep, and three meals a day. 0:02:12.600,0:02:17.700 So. If the player doesn't give the Sim [br]a command, it will decide what to do by 0:02:17.700,0:02:22.020 itself - and that decision is driven [br]by a desire to fulfil these motives. 0:02:22.020,0:02:25.860 Now you might assume that a Sim [br]knows how to meet its own needs: 0:02:25.860,0:02:29.820 that a toilet will solve bladder, [br]that fridges and stoves solve hunger, 0:02:29.820,0:02:32.760 and books, TVs, and pinball tables solve fun. 0:02:32.760,0:02:36.900 But it doesn't work like that - [br]it's actually, the other way around. 0:02:36.900,0:02:41.820 Instead, all of the objects in [br]the Sim's house contain this data, 0:02:41.820,0:02:44.040 and will broadcast what they can offer. 0:02:44.040,0:02:47.400 A bed will say "sleep on me to get 10 energy", 0:02:47.400,0:02:53.340 a toilet offers plus 20 to bladder if you [br]use it, or plus 5 to room if you clean it. 0:02:53.340,0:02:57.420 And other Sims will offer themselves [br]as a way to top up social points. 0:02:57.420,0:03:00.060 Maxis calls these "advertisements". 0:03:00.060,0:03:02.880 So. Whenever the Sim decides what to do, 0:03:02.880,0:03:07.200 it quickly makes a list of every object [br]in the house - and what they can offer. 0:03:07.200,0:03:12.660 The Sim can then take that advertised number [br]and weigh it based on its current needs. 0:03:12.660,0:03:15.960 It does this by applying a [br]multiplier to the promised score, 0:03:15.960,0:03:18.420 based on the Sim's current motive levels. 0:03:18.420,0:03:24.180 For example, if the Sim is well-rested, [br]the bed's energy-boosting score is damped 0:03:24.180,0:03:28.680 down - but if the Sim is knackered, then [br]that same score is boosted dramatically. 0:03:28.680,0:03:34.080 Now, the Sim can take the list of interactions, [br]and their weighted scores, and rank them. 0:03:34.080,0:03:39.360 At the top of the list is the interaction that [br]will give the most benefit to the Sim right now... 0:03:39.360,0:03:42.780 and so the digital dude should do just that. 0:03:43.440,0:03:50.160 This clever system was actually inspired by one [br]of designer Will Wright's previous games: SimAnt - 0:03:50.160,0:03:55.380 a virtual ant colony where the critters would [br]be tempted to move by attractive pheromones. 0:03:55.380,0:03:58.380 It's basically the same idea [br]- but instead of pheromones, 0:03:58.380,0:04:02.340 its TVs, fridges, pinball machines, and bath tubs. 0:04:02.340,0:04:05.160 However - people aren't ants. 0:04:05.160,0:04:08.400 And so if this was implemented [br]exactly as I just described, 0:04:08.400,0:04:14.220 it would lead to weird behaviours that make [br]Sims seem either robotic or irrational. 0:04:14.220,0:04:18.660 So, many careful tweaks are [br]needed to make it work properly. 0:04:18.660,0:04:22.200 For instance, not all needs are equal. 0:04:22.200,0:04:26.760 If a Sim is both starving [br]to death and utterly bored, 0:04:26.760,0:04:30.360 they should probably eat a [br]sandwich rather than binge Netflix. 0:04:30.360,0:04:34.260 But if the fridge and TV are [br]both offering the same reward... 0:04:34.260,0:04:35.940 which should The Sim pick? 0:04:35.940,0:04:41.940 Well, more rational behaviour can be achieved [br]by defining unique curves for each motive. 0:04:41.940,0:04:48.540 For hunger, we want a curve like this: [br]now, the fridge's score will be reduced 0:04:48.540,0:04:54.660 to almost zero when the Sim is full, but will [br]be extremely high when the Sim is starving - 0:04:54.660,0:04:57.780 making that more important than any other motive. 0:04:57.780,0:05:03.240 Similar, smaller curves are used for the [br]other physiological needs like bladder, 0:05:03.240,0:05:04.560 hygiene, and energy. 0:05:04.560,0:05:08.640 However, less important needs like fun, social, 0:05:08.640,0:05:12.780 and comfort actually increase [br]as the Sim becomes more happy. 0:05:12.780,0:05:18.240 This was inspired by Maslow's hierarchy [br]of needs, which says humans will focus 0:05:18.240,0:05:23.520 on cognitive and social tasks only when their [br]more basic lizard-brain needs are met. 0:05:23.520,0:05:28.500 Plus - while peeing will satiate your [br]bladder, you can never have too much fun. 0:05:29.220,0:05:32.400 We can also weigh the scores [br]based on other factors, too. 0:05:32.400,0:05:36.180 For instance, each Sim has its own [br]personality - based on their score 0:05:36.180,0:05:39.780 in areas like niceness, neatness, and playfulness. 0:05:39.780,0:05:45.180 So while a pinball machine and a bookcase [br]might advertise the same boost to fun, 0:05:45.180,0:05:48.660 a Sim will weigh this based [br]on their level of playfulness. 0:05:48.660,0:05:52.620 Therefore, a more serious Sim [br]will choose to pick up a book. 0:05:52.620,0:05:55.680 Plus, we can weigh the interaction based on its 0:05:55.680,0:05:59.280 distance from the Sim - which will [br]make nearby objects more tempting. 0:05:59.280,0:06:04.920 Finally, some interactions can override everything [br]- like a telephone call or a school bus. 0:06:04.920,0:06:07.920 And other interactions can [br]be locked entirely - so, 0:06:07.920,0:06:13.320 certain objects won't advertise themselves [br]to kids, or adults, or a visiting guest. 0:06:13.320,0:06:17.400 All of these factors combined [br]give us a much more useful score, 0:06:17.400,0:06:22.680 which has been adjusted to the different [br]needs, personality, and proximity of the Sim. 0:06:22.680,0:06:27.060 And it's from these scores that [br]the Sim's next move is picked. 0:06:27.060,0:06:30.420 But - perhaps most importantly of all - the 0:06:30.420,0:06:34.200 Sim doesn't actually choose [br]the best option every time. 0:06:34.200,0:06:39.360 Instead - the Sim picks one of the [br]top scoring interactions... at random. 0:06:39.360,0:06:43.500 This stops the Sims from feeling [br]robotic and overly predictable, 0:06:43.500,0:06:47.580 and it also means they're not able [br]to fulfil all their needs perfectly. 0:06:47.580,0:06:52.020 Which, you know, actually gives [br]the player something to do. 0:06:52.800,0:06:59.820 What I've just described is a special type [br]of AI called utility AI, or needs-based AI. 0:06:59.820,0:07:03.720 This is a system where a character [br]has a predefined set of needs, 0:07:03.720,0:07:08.760 then looks around at its current options, and [br]picks the one that will fulfil its needs best - 0:07:08.760,0:07:10.980 the one with the most utility. 0:07:11.820,0:07:15.000 And in The Sims, it means a little person can be 0:07:15.000,0:07:18.900 dropped into any house and will [br]then act in a lifelike manner: 0:07:18.900,0:07:22.260 carefully attending to its [br]hunger and energy when necessary, 0:07:22.260,0:07:25.080 but socialising and having fun when not. 0:07:25.080,0:07:29.520 Plus, by putting the information [br]on the objects, instead of the Sim, 0:07:29.520,0:07:33.360 it's really easy for Maxis to add [br]hundreds of objects to the game - 0:07:33.360,0:07:37.440 or make endless expansion packs - [br]without touching the rest of the code. 0:07:37.440,0:07:44.100 And so for these reasons, this basic system has [br]been used in all four games in the franchise. 0:07:44.100,0:07:51.120 But, Maxis wanted to take things even further when [br]making the ambitious third game in the series. 0:07:51.780,0:07:57.360 Okay, so, in The Sims 1, we saw how [br]each Sim's personality - like their 0:07:57.360,0:08:00.780 neatness and playfulness - would [br]impact their decision making. 0:08:00.780,0:08:04.500 This would make each Sim feel somewhat distinct. 0:08:04.500,0:08:09.240 But for The Sims 3 this idea [br]was expanded dramatically by 0:08:09.240,0:08:12.360 swapping the personality meters with traits. 0:08:12.360,0:08:17.520 Things like neat, neurotic, heavy [br]sleeper, and commitment issues. 0:08:17.520,0:08:22.920 With five trait slots, and 60-odd [br]traits in the base game alone, 0:08:22.920,0:08:28.380 that's about 5 million possible Sims - [br]effectively making every character unique. 0:08:28.380,0:08:33.120 Now these traits have many impacts on [br]the Sim - like, how a clumsy Sim will 0:08:33.120,0:08:37.440 trip themselves up while walking, and [br]a slob will fart and burp while idle. 0:08:37.440,0:08:42.120 Sims also get bonus moodlets [br]for acting to their traits - and 0:08:42.120,0:08:45.960 there are certain interactions that are [br]exclusive to Sims with certain traits: 0:08:45.960,0:08:49.680 like how a computer whizz can [br]make cash through hacking. 0:08:49.680,0:08:53.160 But these traits also impact [br]on the Sim's decision making. 0:08:53.160,0:08:57.960 This time, however, instead of weighing [br]the scores against the Sim's personality, 0:08:57.960,0:09:02.160 the Sims 3 actually just adds [br]more motives to the pile. 0:09:02.160,0:09:07.020 So, in the code, every Sim has their [br]usual basic needs, like hunger, energy, 0:09:07.020,0:09:10.920 and bladder - but also five more [br]motives related to their traits. 0:09:10.920,0:09:15.900 Therefore a couch potato needs [br]to sit on the sofa and watch TV, 0:09:15.900,0:09:19.080 just like how they need to pee, eat, and sleep. 0:09:19.080,0:09:23.820 And then, in the same way that a fridge [br]advertises itself as a fix for hunger, 0:09:23.820,0:09:28.620 objects can advertise themselves as a [br]fix for the Sim's trait-related motives. 0:09:28.620,0:09:35.580 For instance, interactions like scare a Sim, [br]steal candy from a child, smash a dollhouse, 0:09:35.580,0:09:42.000 and write a trolling comment on the computer [br]are all advertised to Sims with the evil trait. 0:09:42.000,0:09:46.140 This means that Sims are encouraged [br]to enact their unique personalities 0:09:46.140,0:09:50.520 autonomously - while also juggling [br]their standard, everyday needs. 0:09:51.300,0:09:54.480 Now this idea - of adding additional motives to 0:09:54.480,0:09:57.720 a Sim - can also be used to [br]simulate social situations. 0:09:57.720,0:10:03.540 For instance, if a Sim enters a gym they [br]will temporarily be given the additional 0:10:03.540,0:10:09.000 motive "be in gym" - which is satisfied by [br]objects like a workout bench or treadmill. 0:10:09.000,0:10:11.760 When they leave, the motive is removed. 0:10:11.760,0:10:14.520 Back at home, a Sim will be motivated to act as 0:10:14.520,0:10:17.940 a hospitable host for as long [br]as they have guests around - 0:10:17.940,0:10:22.260 meanwhile, the guests will be motivated to [br]act in an way that's socially acceptable. 0:10:22.260,0:10:26.460 And in The Sims Medieval, a Sim [br]is given work-related motives 0:10:26.460,0:10:29.820 while they're on the clock, and [br]then loses them during breaks. 0:10:29.820,0:10:33.300 However: these motives can [br]also be affected by traits. 0:10:33.300,0:10:35.760 For example, if a Sim sits down to have a picnic, 0:10:35.760,0:10:40.800 then the Sim's friends and family are motivated [br]to join them - while strangers are discouraged. 0:10:40.800,0:10:44.700 But a Sim with the "inappropriate" [br]trait will override this - and 0:10:44.700,0:10:47.820 they will in fact be motivated to [br]sit with people they don't know. 0:10:47.820,0:10:49.920 Just to make them feel uncomfortable. 0:10:49.920,0:10:55.650 All of this means that Sims will act naturally and [br]believably in whatever location they end up in - 0:10:55.650,0:11:00.780 but with a few Sims standing out as acting [br]unusually, because of their unique personality. 0:11:00.780,0:11:04.020 And this is all done by simply tweaking the Sim's 0:11:04.020,0:11:09.360 motivations - rather than hand-scripting a [br]bunch of specific rules and interactions. 0:11:09.900,0:11:15.360 Though, that being said, sometimes [br]you do need more hard-coded rules. 0:11:15.900,0:11:18.360 Take that house visit I mentioned. 0:11:18.360,0:11:22.140 A visiting sim is indeed motivated [br]to act in an appropriate way. 0:11:22.140,0:11:25.440 But what happens if they stay for too long? Or if 0:11:25.440,0:11:28.920 the player steps in and makes [br]the Sim act inappropriately? 0:11:28.920,0:11:30.540 Well, to make this work, 0:11:30.540,0:11:35.220 the house visit is overseen by a set [br]of rules that dictate social norms. 0:11:35.220,0:11:40.560 So if a Sim sleeps in the host's [br]bed or uses their computer, the ruleset 0:11:40.560,0:11:45.600 will instruct the host to warn the Sim, and [br]then kick them out if they go even further. 0:11:45.600,0:11:50.100 Likewise, conversations need [br]more hands-on authoring to 0:11:50.100,0:11:54.900 reflect extremely specific pair-ups of [br]people, or super distinct social cues. 0:11:54.900,0:12:00.960 For example, how should a Sim respond to [br]a joke if they are steaming mad at the 0:12:00.960,0:12:06.180 joke teller? Or if the other Sim has [br]said the same joke 5 times in a row? 0:12:06.180,0:12:12.840 This is done through a series of rules - with [br]an input, a set of conditions, and the output. 0:12:12.840,0:12:15.060 So for that joke I just mentioned... 0:12:15.060,0:12:19.140 if the listener has the 'good sense [br]of humour' trait, they'll laugh. 0:12:19.140,0:12:22.440 If their long-term relationship [br]is sour, they'll be insulted. 0:12:22.440,0:12:26.040 And if the Sim repeatedly tells [br]jokes, the listener will be bored. 0:12:26.040,0:12:32.700 These so-called "production rules" are ranked in [br]order of specificity, as defined by the designer, 0:12:32.700,0:12:36.288 and the top-scoring outcome [br]is used to pick the response. 0:12:36.360,0:12:40.200 Maxis ended up writing 1000s of hand-crafted rules 0:12:40.200,0:12:43.800 to determine the outcome of 100s [br]of possible conversation topics. 0:12:43.800,0:12:48.660 But, because the rules just go in a big [br]stack and the most specific one is picked, 0:12:48.660,0:12:53.580 they can't clash, break the game, cause an [br]infinite loop, or lead to any other issue. 0:12:53.580,0:12:59.460 Just like with the objects, designers can [br]simply keep adding more and more to the pile. 0:12:59.460,0:13:03.720 So far, I've been talking about individual Sims, 0:13:03.720,0:13:07.920 or small social situations [br]like a conversation or a party. 0:13:07.920,0:13:12.120 But what about simulating an entire [br]town's worth of little people? 0:13:12.120,0:13:16.680 You see, in The Sims 3, your house [br]exists in an open world neighbourhood 0:13:16.680,0:13:22.380 with dozens of other Sims, and features [br]homes, restaurants, a park, and so on. 0:13:22.380,0:13:27.600 Maxis needed to invent new tools to [br]make all of this work - but, in truth, 0:13:27.600,0:13:31.860 the neighbourhood actually operates in [br]a similar way to the Sims themselves. 0:13:31.860,0:13:35.700 That's because the town [br]also has a bunch of motives, 0:13:35.700,0:13:38.640 and will make choices that [br]will help it fulfil its needs. 0:13:38.640,0:13:43.140 For instance - it ideally wants to [br]maintain a 50/50 gender balance. 0:13:43.140,0:13:45.780 So when a new Sim is added to the neighbourhood, 0:13:45.780,0:13:50.940 the probability of it being male or female [br]is weighted by the current needs of the city. 0:13:50.940,0:13:55.800 It also has a desired employment [br]rate of about 80% - so it can force 0:13:55.800,0:13:59.520 background Sims to get hired or fired as seen fit. 0:13:59.520,0:14:03.840 Basically - once a day, at midnight, the [br]town will check its own happiness level, 0:14:03.840,0:14:07.080 and take a few actions in [br]order to satisfy its needs. 0:14:07.080,0:14:10.320 The individual lots have [br]motives too - for instance, 0:14:10.320,0:14:15.540 the restaurant may wish to have roughly 8 people [br]eating outside, during lunch and dinner hours. 0:14:15.540,0:14:19.020 To achieve this, the lot will temporarily give 0:14:19.020,0:14:23.760 the "eat outside" motive to a bunch of [br]Sims to tempt them to the restaurant. 0:14:23.760,0:14:27.600 It can even narrow the focus to [br]Sims with certain traits - like 0:14:27.600,0:14:32.760 culinary - and discourage those [br]with other traits - like frugal. 0:14:32.760,0:14:37.920 Now, these Sims that appear at the restaurant [br]seem like fully autonomous characters. 0:14:37.920,0:14:40.860 They have needs, they have families, 0:14:40.860,0:14:44.760 they may even have had a baby and [br]changed job since you last saw them. 0:14:44.760,0:14:49.200 So are they are actually living out their [br]own little simulated lives, just off camera? 0:14:49.200,0:14:51.120 Well, not quite. 0:14:51.120,0:14:55.740 The background Sims are actually [br]simulated at a very low level of detail. 0:14:55.740,0:14:58.140 Each day, the system looks at each Sim, 0:14:58.140,0:15:01.770 and scores possible big life [br]changes that could happen to them - 0:15:01.770,0:15:04.860 like getting a job, falling in love [br]with someone, or getting married. 0:15:04.860,0:15:11.040 These are, of course, weighted using things like [br]traits, existing relationships, and career paths. 0:15:11.040,0:15:15.360 Also, the designers created [br]charts for what a Sim's needs 0:15:15.360,0:15:17.460 will likely look like throughout the day. 0:15:17.460,0:15:21.900 If it's just after lunch, for instance, [br]they're probably not going to be very hungry. 0:15:21.900,0:15:26.580 And so when a background Sim is [br]promoted into being a foreground Sim, 0:15:26.580,0:15:28.680 because they're in proximity to the player, 0:15:28.680,0:15:33.420 the system checks the time of day and [br]snaps all their motives to the chart. 0:15:33.420,0:15:34.440 Clever stuff. 0:15:35.580,0:15:38.280 So we've got tools to simulate characters, 0:15:38.280,0:15:42.840 conversations, house visits, [br]restaurants and entire towns. 0:15:42.840,0:15:47.880 And when you have such clever tech, it's [br]tempting to simulate, well, everything. 0:15:47.880,0:15:51.120 Take, for instance, the urinal rule. 0:15:51.120,0:15:56.160 If you pee while standing up, you know the [br]deal: when picking a place to take a leak, 0:15:56.160,0:15:59.700 you should always try to maintain a [br]one urinal buffer from other people. 0:15:59.700,0:16:02.400 It's like an unwritten social rule. 0:16:02.400,0:16:05.580 So Maxis added this rule to the game, as well... 0:16:05.580,0:16:08.760 but, before the game launched, [br]they took it out. 0:16:08.760,0:16:14.040 That's because when the Sim followed that [br]rule it was just kind of predictable and dull. 0:16:14.040,0:16:17.100 But if Sims picked toilets at random, it would 0:16:17.100,0:16:21.780 often lead to funny and memorable [br]moments of Sims acting awkwardly. 0:16:21.780,0:16:25.800 You see, while The Sims might [br]have started life as a rather 0:16:25.800,0:16:30.630 nerdy simulation game - essentially [br]SimCity, but at a much smaller scale - 0:16:30.630,0:16:32.700 it quickly grew into something very different. 0:16:32.700,0:16:36.720 In playtests for the original [br]game, Will Wright was surprised 0:16:36.720,0:16:40.650 that players would tell elaborate [br]stories about their Sim families - 0:16:40.650,0:16:45.360 embellishing details, reading into their [br]decisions, and playing up random moments. 0:16:45.360,0:16:50.400 "It was fascinating to me how readily people [br]would build a story around this," Wright says. 0:16:50.400,0:16:54.180 To support this, Maxis added a [br]last-minute feature to the game: 0:16:54.180,0:16:57.000 the ability to take a screenshot, write a caption, 0:16:57.000,0:17:02.880 and create a simple comic book which could [br]be uploaded to EA's website with a click. 0:17:02.880,0:17:07.500 The feature was extremely popular, [br]proving that for many people... 0:17:07.500,0:17:10.740 The Sims was an avenue for storytelling. 0:17:10.740,0:17:16.140 And that's still true today - just search [br]YouTube for The Sims to see what I mean. 0:17:16.740,0:17:22.260 But supporting storytelling is a delicate [br]balance: the game needs to be specific enough 0:17:22.260,0:17:27.780 to create stories, but not so specific that [br]there's no room for the player's imagination. 0:17:27.780,0:17:31.260 So the final piece of this AI puzzle... 0:17:31.260,0:17:33.420 is knowing when to hold back. 0:17:33.420,0:17:36.420 Knowing what NOT to simulate. 0:17:36.420,0:17:40.860 Knowing when to make urinal choice [br]random, rather than scripted. 0:17:41.400,0:17:45.480 One way to do this is to [br]carefully employ ambiguity. 0:17:45.480,0:17:48.420 Basically, to leave some things unsaid, 0:17:48.420,0:17:53.700 so players can make assumptions, and project [br]their own head-canon on the events on screen. 0:17:53.700,0:17:59.520 A good example of this is the Sim's [br]iconic babbling dialect, known as Simlish. 0:17:59.520,0:18:03.240 In early design documents we can see [br]that Maxis experimented with having 0:18:03.240,0:18:09.720 the Sims speak real world languages like [br]English, Navajo, Estonian, and Ukranian - 0:18:09.720,0:18:12.480 but due to technical and logistical reasons, 0:18:12.480,0:18:17.400 they ended up hiring two improv comics [br]to just make up absolute nonsense. 0:18:17.400,0:18:22.980 Sim: Droba droba droba.[br]Seeka neeba huh. 0:18:22.980,0:18:28.440 But this actually works wonders - when the [br]Sims babble gobbledygook at each other, 0:18:28.440,0:18:31.680 the player can assume, fill in gaps, 0:18:31.680,0:18:36.060 project their own imagination on the [br]Sims, and make the game their own. 0:18:36.060,0:18:41.640 "If we used actual language, the game [br]would flatten and shrink, and everyone 0:18:41.640,0:18:46.440 would be having the same experience", [br]says EA's Matt Brown - no relation. 0:18:46.440,0:18:49.800 Ambiguity can also make Sims feels smarter than 0:18:49.800,0:18:53.580 they actually are, and hide cases where [br]the simulation is doing something wrong. 0:18:53.580,0:18:57.900 Another avenue is to always follow [br]the player's lead - and never use 0:18:57.900,0:19:01.680 autonomy to go against the story [br]the player is trying to tell. 0:19:01.680,0:19:06.420 That's why Sims will use free will to [br]relieve their bladder and fill their stomach, 0:19:06.420,0:19:10.920 but won't autonomously quit their [br]job or try romancing a random Sim. 0:19:10.920,0:19:14.520 Just like with the Nemesis [br]System in Shadow of War, 0:19:14.520,0:19:20.520 Maxis took inspiration from the concept [br]"yes, and", from improvisational comedy - 0:19:20.520,0:19:26.100 so the Sims try to build on the player's [br]actions, and try not to negate them. 0:19:26.100,0:19:30.300 For instance, if a player makes two [br]Sims fall in love - the autonomous 0:19:30.300,0:19:32.220 system shouldn't make them break up again. 0:19:32.220,0:19:37.140 Likewise, user-created Sims enter [br]the world with no sexual preference. 0:19:37.140,0:19:41.640 But if you instruct a male Sim [br]to, say, flirt with other dudes, 0:19:41.640,0:19:46.020 you're suggesting that he should be bi [br]or gay and the game will run with that. 0:19:46.020,0:19:50.760 The game should always try to maintain [br]the consistency of the player's story. 0:19:51.660,0:19:57.540 So, The Sims has a fascinating AI system - [br]which allows for realistic human simulations, 0:19:57.540,0:20:00.720 and creative player-led storytelling. 0:20:00.720,0:20:04.320 And most of it is driven by a very simple concept. 0:20:04.320,0:20:09.600 Characters, locations, and entire [br]neighbourhoods are given a bunch of 0:20:09.600,0:20:13.980 needs - and then try to make choices [br]that will best fulfil those needs. 0:20:13.980,0:20:20.400 With a little clever tuning, this leads to [br]characters who feel believable, social situations 0:20:20.400,0:20:26.520 where Sims act appropriately, and entire [br]neighbourhoods that stay consistent and balanced. 0:20:26.520,0:20:31.080 But this is not just useful for [br]running quirky goal-free life 0:20:31.080,0:20:36.600 simulations - and we can see utility AI [br]being used in other types of games, too. 0:20:36.600,0:20:43.380 For instance, in XCOM, an enemy unit will consider [br]every tile it can move to and score them based on 0:20:43.380,0:20:50.580 factors like distance, flanking opportunities, [br]angle, cover bonus, visibility, and proximity - 0:20:50.580,0:20:53.220 before moving to the tile with the best score. 0:20:53.940,0:21:00.180 It can also be used in procedural generation, to [br]build worlds that fit predetermined requirements. 0:21:00.180,0:21:05.820 Utility AI is a fantastic addition [br]to a game maker's toolkit, and its 0:21:05.820,0:21:10.840 implementation in The Sims should serve as [br]wonderful inspiration to game designers. 0:21:10.860,0:21:16.320 And now, just to melt your brain, [br]here's Katy Perry singing in Simlish. 0:21:16.320,0:21:24.396 Katy Perry: [Absolute nonsense] 0:21:24.396,0:21:32.101 Katy Perry: [Just complete gobbledegook] 0:21:32.101,0:21:37.900 Katy Perry: [I think I'm having a stroke]