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One of my favourite games this year, and definitely
the most innovative game I played, was Event[0].
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This is a science fiction game about exploring
a spaceship, and chatting to an artificial
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intelligence called Kaizen. Whenever you rock
up to one of these computer terminals, you
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can type in any question or command you can
think of, and the AI assistant will actually reply.
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It's like a supercharged text adventure mixed
with Cleverbot. And there's a bit of Gone
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Home, but with some actual puzzles, and the
ability to uncover a hidden narrative like
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in Her Story.
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In this video, I'm going to reveal the secrets
behind Kaizen's answers. I'm going to talk
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about how it works, why it works, and also
where the game falls down.
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So this is your chance to pause the video
and go check out Event[0]. It's on Steam,
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and while it's a tad pricey for such a short
game I found it absolutely enthralling and
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would recommend it to anyone with an interest
in AI, storytelling, and the future of video games.
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When you're done, come back and we'll dive
in to the game.
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Okay, welcome back. I hope you enjoyed Event[0]
as much as I did. Now let me completely ruin
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the game for you by explaining how it works.
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Kaizen is ultimately all smoke and mirrors
- just like any video game AI. The developer
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wasn't trying to pass the turing test, but
instead wanted to make an interesting companion,
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or adversary depending on how you play, for
a player. And I think it worked out pretty well.
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Let's start by breaking down how Event[0]
takes your text and spits out an acceptable
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response - hopefully. This info is based on
a talk by designer Sergey Mohov, interviews
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with the developers, and, shhh, a sneaky peek
inside the game's code.
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So, let's type in a message and see how the
game interprets it.
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First, a spell checker fixes any typos. Whoops.
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Then, the game tries
to match your words and phrases against a
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database of tags. "Passengers", for example,
is matched to the tag "crew" - as would lots
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of other words like humans, guests, and people.
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These tags are then matched against another
database - this time, listing all of the patterns
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of tags that Kaizen recognises. Once the closest
match is found, the AI can prepare a response.
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First, it checks the current event, which
holds things like your location and things
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you've seen and talked about, which help give
Kaizen a memory and context. Then, it looks
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up its current emotional state. Kaizen has
three levels of affection for the player,
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and three stress levels - making for an emotional
matrix with nine different states.
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The input, event, and emotional state all
point Kaizen to a list of responses, and it
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picks one to show to the player. And, finally,
some of its words and phrases are replaced
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with synonyms so the AI almost never repeats
the exact same line twice.
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Phew. And that's how pretty much every response
in the game is prepared. Though, there are
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a few extra wrinkles, like how the game will
save noun tags in a short term memory so if
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you say something about Nandi, and then ask
"is she dead", Kaizen will know the "she"
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is referring to Nandi.
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It's a smart, and surprisingly simple system
- but it still would have been a huge amount of work.
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Developer Ocelot Society had to create tag patterns
to predict everything the player might say,
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and it had to write responses for Kaizen that
matched the events and emotional states. Though,
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it should be noted, that there are rarely
nine different responses for the nine different states.
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And as for tags, Event[0]'s database has roughly
10,000 words, stored in thousands of tags.
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And even after all that work, Kaizen is far
from perfect. It misunderstands you, it offers
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up weird responses, and it sometimes just
admits defeat in answering your questions.
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But, for me, these small issues didn't break
the spell because Ocelot Society made the
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genius decision to give this technology to
an AI, rather than a human character.
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Back in 2005, Michael Mateas and Andrew Stern
made an experimental game called Facade where
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you can type in sentences to speak to a bickering
couple. Under the hood, Facade is a great
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deal more complex than Event[0]. It has two
artificially intelligent characters with more
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in-depth emotional profiles, voice acting,
and facial animation. And there are systems
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in place to ensure the game is delivering
dramatic moments.
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But even so, it was equally prone to mistakes.
And when a human character says something
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bizarre, it completely shatters the illusion
of talking to a real person. Kaizen, though,
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is a robot. And we know full well that robots
are imperfect. Like, hey Siri, what is the
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cost of a train ticket from London to Glasgow?
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SIRI: The answer is about 13.6 quadrillion mile
US dollars squared.
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What an idiot.
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And Kaizen is clearly a bit knackered, with
garbled text and malfunctioning terminals.
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It also plays into the sci-fi trope of evil
artificial intelligences: evasive answers
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sound like Kaizen is trying to keep things
from you when, really, it just doesn't have an answer.
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And then there's the spaceship. Kaizen is
made to be an assistant aboard the ship so
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it only needs to know about the passengers
and things you can find by exploring. It naturally
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doesn't know much about giraffes or the history
of Mozambique but it can go on and on about
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origami or the pool table in the living room.
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So we've built a functioning chat bot, and
we've forgiven its mistakes. Now we need to
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build a game around it. And this is where,
I think, Event[0] fails.
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While Ocelot says it removed lots of ideas,
including resource management and alien enemies,
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to focus solely on Kaizen, the game doesn't
actually revolve around the AI in the way
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you might think.
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This short game has a number of puzzles, but
most of them are about circumventing Kaizen
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entirely, either by hacking into the AI's
codebase to play mini-games or reading the
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automated logs on each terminal to find clues.
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Neither of these need a complex chat bot to
exist, and Kaizen ends up feeling like a glorified
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hint system for helping with other puzzles.
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The game's standout moments are about building
a relationship with the AI, manipulating its
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emotions, or trying to talk your way out of
things. In one memorable moment it doesn't
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let you back into the ship after a spacewalk
and you've either got to apologise, or prove
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your humanity... while your oxygen slowly
depletes.
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These moments are fantastic but few, far between,
and could have been further developed.
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Also, the magic of a text field is that you're
not prompted by dialogue options so you have
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to know exactly what to say. The point and
click adventure Shivah uses this to good
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effect: to solve puzzles you must remember
names and places that you hear, and then type
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them into the game's search engine.
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Event[0] could have done this, by hiding the
names of crew members around the ship and
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then having Kaizen open up when you ask "who
is Nandi" or "what happened to Anele". Instead,
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Kaizen just gives you these names at specific
moments in the narrative.
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Okay, so Event[0] is a better idea than it
is a game. Let's put the puzzles aside, though.
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Because this was the first time that I really
felt like I was conversing with a character
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in a video game. Kaizen often picked up on
what I was saying, it understood natural language,
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and it changed its mood depending on the circumstance
and how I spoke to it.
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In the grand timeline of gaming AI, I think
Event[0] sits somewhere between picking dialogue
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options in Fallout, and Anthony Hopkins chatting
with robot cowboys in Westworld.
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COWBOT 5000: Shall we drink to the lady with the white
shoes?
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Okay, maybe closer to Fallout. But. a glimpse
into the future, perhaps?
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Though, I can't see Event[0]'s system being
used wholesale by other developers anytime
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soon - for one thing, the need for a keyboard
means the game just isn't viable on consoles.
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And I don't think anyone wants to talk to
an NPC by shouting into a Kinect.
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GAMER: Liara, move. Oh my god!
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But if there's one lesson to be learned here,
it's that it is possible to have a compelling,
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free-flowing, and natural conversation with
a video game character - and you don't need
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some kind of neural network or super computer
or ultra complex algorithm to pull it off.
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You just need a big ass database, some ideas
pinched from internet chatbots, and a few
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clever indie developers from Paris.
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Hi everyone, thanks so much for watching. A few people
guessed that Event[0] would be my most innovative
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game of the year. So good on them, well done.
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This will be my last video of the year, and
I want to give a huge thank you to everyone
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who has supported the show in 2016. Viewers,
subscribers, commenters, anyone who has submitted
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foreign subtitles, or sent me a lovely email,
or shared the episode with their friends on Facebook.
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You're all great.
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And of course, every single Patron who has literally transformed my life - because in 2017 I will be working
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on this show full time. Which is... exciting.
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But you know what happens now. A super duper
special shoutout to those donating 5 bucks
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or more.