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How Event[0] Works | GMTK Most Innovative 2016

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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.
Title:
How Event[0] Works | GMTK Most Innovative 2016
Description:

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Video Language:
English
Duration:
09:20

English, British subtitles

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