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The Genius AI Behind The Sims

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    The Sims is a digital dollhouse, 
    filled with little computer people.
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    And it's your job to keep 
    them alive, keep them happy,
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    and keep their house furnished 
    with ever more expensive trinkets.
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    But micromanaging the needs and desires of 
    an entire family can get pretty tedious.
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    So the developers at Maxis soon realised that
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    they'd need to give these guys 
    a certain amount of autonomy.
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    Free will.
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    The power to think for themselves, if 
    the player stops giving direct commands.
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    Which is actually...
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    a pretty complicated task! These characters 
    need to read as believable humans.
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    And they need to be able to adapt to any 
    possible house you build around them,
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    or any social situation they find themselves in.
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    And - crucially - they can't be so smart that 
    the player can just sit back and do nothing.
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    So how do you make a video game 
    AI that can do all of that?
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    Well, that's what I want to explore in this video.
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    I'm going to break down the clever ways that Maxis 
    designed autonomy in this four-game franchise -
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    though with a focus on the original game,
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    and - let's be honest - the 
    best one, which is The Sims 3.
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    It's not going to get too technical,
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    but there is a metric buttload of resources 
    in the description if you want to dive deeper.
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    With that out of the way, I'm Mark Brown,
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    this is Game Maker's Toolkit, 
    and here's how The Sims... think.
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    Okay - decision making in The Sims 
    is all driven by a set of mental
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    and physical needs - dubbed "motives", by Maxis.
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    In The Sims 1 that's hunger, 
    hygiene, fun, energy,
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    bladder, social, comfort, and room, or tidiness.
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    They all go from negative 100 to positive 100,
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    and if you combine them all, you get 
    the Sim's overall level of happiness.
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    These meters are constantly ticking down - 
    each decaying at slightly different rates,
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    and faster if the Sim is 
    performing a related action.
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    The bladder meter drops more quickly 
    when the Sim is eating, for instance.
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    Maxis carefully tuned all of these 
    rates to hopefully match a normal
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    human schedule - like needing eight 
    hours of sleep, and three meals a day.
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    So. If the player doesn't give the Sim 
    a command, it will decide what to do by
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    itself - and that decision is driven 
    by a desire to fulfil these motives.
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    Now you might assume that a Sim 
    knows how to meet its own needs:
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    that a toilet will solve bladder, 
    that fridges and stoves solve hunger,
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    and books, TVs, and pinball tables solve fun.
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    But it doesn't work like that - 
    it's actually, the other way around.
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    Instead, all of the objects in 
    the Sim's house contain this data,
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    and will broadcast what they can offer.
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    A bed will say "sleep on me to get 10 energy",
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    a toilet offers plus 20 to bladder if you 
    use it, or plus 5 to room if you clean it.
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    And other Sims will offer themselves 
    as a way to top up social points.
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    Maxis calls these "advertisements".
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    So. Whenever the Sim decides what to do,
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    it quickly makes a list of every object 
    in the house - and what they can offer.
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    The Sim can then take that advertised number 
    and weigh it based on its current needs.
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    It does this by applying a 
    multiplier to the promised score,
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    based on the Sim's current motive levels.
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    For example, if the Sim is well-rested, 
    the bed's energy-boosting score is damped
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    down - but if the Sim is knackered, then 
    that same score is boosted dramatically.
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    Now, the Sim can take the list of interactions, 
    and their weighted scores, and rank them.
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    At the top of the list is the interaction that 
    will give the most benefit to the Sim right now...
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    and so the digital dude should do just that.
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    This clever system was actually inspired by one 
    of designer Will Wright's previous games: SimAnt -
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    a virtual ant colony where the critters would 
    be tempted to move by attractive pheromones.
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    It's basically the same idea 
    - but instead of pheromones,
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    its TVs, fridges, pinball machines, and bath tubs.
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    However - people aren't ants.
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    And so if this was implemented 
    exactly as I just described,
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    it would lead to weird behaviours that make 
    Sims seem either robotic or irrational.
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    So, many careful tweaks are 
    needed to make it work properly.
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    For instance, not all needs are equal.
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    If a Sim is both starving 
    to death and utterly bored,
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    they should probably eat a 
    sandwich rather than binge Netflix.
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    But if the fridge and TV are 
    both offering the same reward...
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    which should The Sim pick?
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    Well, more rational behaviour can be achieved 
    by defining unique curves for each motive.
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    For hunger, we want a curve like this: 
    now, the fridge's score will be reduced
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    to almost zero when the Sim is full, but will 
    be extremely high when the Sim is starving -
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    making that more important than any other motive.
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    Similar, smaller curves are used for the 
    other physiological needs like bladder,
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    hygiene, and energy.
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    However, less important needs like fun, social,
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    and comfort actually increase 
    as the Sim becomes more happy.
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    This was inspired by Maslow's hierarchy 
    of needs, which says humans will focus
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    on cognitive and social tasks only when their 
    more basic lizard-brain needs are met.
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    Plus - while peeing will satiate your 
    bladder, you can never have too much fun.
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    We can also weigh the scores 
    based on other factors, too.
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    For instance, each Sim has its own 
    personality - based on their score
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    in areas like niceness, neatness, and playfulness.
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    So while a pinball machine and a bookcase 
    might advertise the same boost to fun,
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    a Sim will weigh this based 
    on their level of playfulness.
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    Therefore, a more serious Sim 
    will choose to pick up a book.
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    Plus, we can weigh the interaction based on its
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    distance from the Sim - which will 
    make nearby objects more tempting.
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    Finally, some interactions can override everything 
    - like a telephone call or a school bus.
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    And other interactions can 
    be locked entirely - so,
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    certain objects won't advertise themselves 
    to kids, or adults, or a visiting guest.
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    All of these factors combined 
    give us a much more useful score,
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    which has been adjusted to the different 
    needs, personality, and proximity of the Sim.
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    And it's from these scores that 
    the Sim's next move is picked.
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    But - perhaps most importantly of all - the
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    Sim doesn't actually choose 
    the best option every time.
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    Instead - the Sim picks one of the 
    top scoring interactions... at random.
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    This stops the Sims from feeling 
    robotic and overly predictable,
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    and it also means they're not able 
    to fulfil all their needs perfectly.
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    Which, you know, actually gives 
    the player something to do.
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    What I've just described is a special type 
    of AI called utility AI, or needs-based AI.
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    This is a system where a character 
    has a predefined set of needs,
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    then looks around at its current options, and 
    picks the one that will fulfil its needs best -
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    the one with the most utility.
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    And in The Sims, it means a little person can be
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    dropped into any house and will 
    then act in a lifelike manner:
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    carefully attending to its 
    hunger and energy when necessary,
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    but socialising and having fun when not.
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    Plus, by putting the information 
    on the objects, instead of the Sim,
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    it's really easy for Maxis to add 
    hundreds of objects to the game -
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    or make endless expansion packs - 
    without touching the rest of the code.
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    And so for these reasons, this basic system has 
    been used in all four games in the franchise.
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    But, Maxis wanted to take things even further when 
    making the ambitious third game in the series.
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    Okay, so, in The Sims 1, we saw how 
    each Sim's personality - like their
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    neatness and playfulness - would 
    impact their decision making.
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    This would make each Sim feel somewhat distinct.
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    But for The Sims 3 this idea 
    was expanded dramatically by
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    swapping the personality meters with traits.
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    Things like neat, neurotic, heavy 
    sleeper, and commitment issues.
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    With five trait slots, and 60-odd 
    traits in the base game alone,
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    that's about 5 million possible Sims - 
    effectively making every character unique.
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    Now these traits have many impacts on 
    the Sim - like, how a clumsy Sim will
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    trip themselves up while walking, and 
    a slob will fart and burp while idle.
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    Sims also get bonus moodlets 
    for acting to their traits - and
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    there are certain interactions that are 
    exclusive to Sims with certain traits:
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    like how a computer whizz can 
    make cash through hacking.
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    But these traits also impact 
    on the Sim's decision making.
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    This time, however, instead of weighing 
    the scores against the Sim's personality,
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    the Sims 3 actually just adds 
    more motives to the pile.
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    So, in the code, every Sim has their 
    usual basic needs, like hunger, energy,
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    and bladder - but also five more 
    motives related to their traits.
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    Therefore a couch potato needs 
    to sit on the sofa and watch TV,
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    just like how they need to pee, eat, and sleep.
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    And then, in the same way that a fridge 
    advertises itself as a fix for hunger,
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    objects can advertise themselves as a 
    fix for the Sim's trait-related motives.
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    For instance, interactions like scare a Sim, 
    steal candy from a child, smash a dollhouse,
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    and write a trolling comment on the computer 
    are all advertised to Sims with the evil trait.
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    This means that Sims are encouraged 
    to enact their unique personalities
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    autonomously - while also juggling 
    their standard, everyday needs.
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    Now this idea - of adding additional motives to
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    a Sim - can also be used to 
    simulate social situations.
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    For instance, if a Sim enters a gym they 
    will temporarily be given the additional
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    motive "be in gym" - which is satisfied by 
    objects like a workout bench or treadmill.
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    When they leave, the motive is removed.
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    Back at home, a Sim will be motivated to act as
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    a hospitable host for as long 
    as they have guests around -
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    meanwhile, the guests will be motivated to 
    act in an way that's socially acceptable.
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    And in The Sims Medieval, a Sim 
    is given work-related motives
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    while they're on the clock, and 
    then loses them during breaks.
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    However: these motives can 
    also be affected by traits.
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    For example, if a Sim sits down to have a picnic,
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    then the Sim's friends and family are motivated 
    to join them - while strangers are discouraged.
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    But a Sim with the "inappropriate" 
    trait will override this - and
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    they will in fact be motivated to 
    sit with people they don't know.
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    Just to make them feel uncomfortable.
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    All of this means that Sims will act naturally and 
    believably in whatever location they end up in -
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    but with a few Sims standing out as acting 
    unusually, because of their unique personality.
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    And this is all done by simply tweaking the Sim's
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    motivations - rather than hand-scripting a 
    bunch of specific rules and interactions.
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    Though, that being said, sometimes 
    you do need more hard-coded rules.
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    Take that house visit I mentioned.
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    A visiting sim is indeed motivated 
    to act in an appropriate way.
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    But what happens if they stay for too long? Or if
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    the player steps in and makes 
    the Sim act inappropriately?
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    Well, to make this work,
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    the house visit is overseen by a set 
    of rules that dictate social norms.
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    So if a Sim sleeps in the host's 
    bed or uses their computer, the ruleset
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    will instruct the host to warn the Sim, and 
    then kick them out if they go even further.
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    Likewise, conversations need 
    more hands-on authoring to
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    reflect extremely specific pair-ups of 
    people, or super distinct social cues.
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    For example, how should a Sim respond to 
    a joke if they are steaming mad at the
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    joke teller? Or if the other Sim has 
    said the same joke 5 times in a row?
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    This is done through a series of rules - with 
    an input, a set of conditions, and the output.
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    So for that joke I just mentioned...
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    if the listener has the 'good sense 
    of humour' trait, they'll laugh.
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    If their long-term relationship 
    is sour, they'll be insulted.
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    And if the Sim repeatedly tells 
    jokes, the listener will be bored.
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    These so-called "production rules" are ranked in 
    order of specificity, as defined by the designer,
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    and the top-scoring outcome 
    is used to pick the response.
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    Maxis ended up writing 1000s of hand-crafted rules
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    to determine the outcome of 100s 
    of possible conversation topics.
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    But, because the rules just go in a big 
    stack and the most specific one is picked,
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    they can't clash, break the game, cause an 
    infinite loop, or lead to any other issue.
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    Just like with the objects, designers can 
    simply keep adding more and more to the pile.
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    So far, I've been talking about individual Sims,
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    or small social situations 
    like a conversation or a party.
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    But what about simulating an entire 
    town's worth of little people?
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    You see, in The Sims 3, your house 
    exists in an open world neighbourhood
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    with dozens of other Sims, and features 
    homes, restaurants, a park, and so on.
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    Maxis needed to invent new tools to 
    make all of this work - but, in truth,
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    the neighbourhood actually operates in 
    a similar way to the Sims themselves.
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    That's because the town 
    also has a bunch of motives,
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    and will make choices that 
    will help it fulfil its needs.
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    For instance - it ideally wants to 
    maintain a 50/50 gender balance.
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    So when a new Sim is added to the neighbourhood,
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    the probability of it being male or female 
    is weighted by the current needs of the city.
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    It also has a desired employment 
    rate of about 80% - so it can force
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    background Sims to get hired or fired as seen fit.
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    Basically - once a day, at midnight, the 
    town will check its own happiness level,
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    and take a few actions in 
    order to satisfy its needs.
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    The individual lots have 
    motives too - for instance,
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    the restaurant may wish to have roughly 8 people 
    eating outside, during lunch and dinner hours.
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    To achieve this, the lot will temporarily give
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    the "eat outside" motive to a bunch of 
    Sims to tempt them to the restaurant.
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    It can even narrow the focus to 
    Sims with certain traits - like
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    culinary - and discourage those 
    with other traits - like frugal.
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    Now, these Sims that appear at the restaurant 
    seem like fully autonomous characters.
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    They have needs, they have families,
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    they may even have had a baby and 
    changed job since you last saw them.
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    So are they are actually living out their 
    own little simulated lives, just off camera?
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    Well, not quite.
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    The background Sims are actually 
    simulated at a very low level of detail.
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    Each day, the system looks at each Sim,
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    and scores possible big life 
    changes that could happen to them -
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    like getting a job, falling in love 
    with someone, or getting married.
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    These are, of course, weighted using things like 
    traits, existing relationships, and career paths.
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    Also, the designers created 
    charts for what a Sim's needs
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    will likely look like throughout the day.
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    If it's just after lunch, for instance, 
    they're probably not going to be very hungry.
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    And so when a background Sim is 
    promoted into being a foreground Sim,
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    because they're in proximity to the player,
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    the system checks the time of day and 
    snaps all their motives to the chart.
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    Clever stuff.
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    So we've got tools to simulate characters,
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    conversations, house visits, 
    restaurants and entire towns.
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    And when you have such clever tech, it's 
    tempting to simulate, well, everything.
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    Take, for instance, the urinal rule.
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    If you pee while standing up, you know the 
    deal: when picking a place to take a leak,
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    you should always try to maintain a 
    one urinal buffer from other people.
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    It's like an unwritten social rule.
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    So Maxis added this rule to the game, as well...
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    but, before the game launched,
    they took it out.
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    That's because when the Sim followed that 
    rule it was just kind of predictable and dull.
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    But if Sims picked toilets at random, it would
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    often lead to funny and memorable 
    moments of Sims acting awkwardly.
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    You see, while The Sims might 
    have started life as a rather
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    nerdy simulation game - essentially 
    SimCity, but at a much smaller scale -
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    it quickly grew into something very different.
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    In playtests for the original 
    game, Will Wright was surprised
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    that players would tell elaborate 
    stories about their Sim families -
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    embellishing details, reading into their 
    decisions, and playing up random moments.
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    "It was fascinating to me how readily people 
    would build a story around this," Wright says.
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    To support this, Maxis added a 
    last-minute feature to the game:
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    the ability to take a screenshot, write a caption,
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    and create a simple comic book which could 
    be uploaded to EA's website with a click.
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    The feature was extremely popular, 
    proving that for many people...
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    The Sims was an avenue for storytelling.
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    And that's still true today - just search 
    YouTube for The Sims to see what I mean.
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    But supporting storytelling is a delicate 
    balance: the game needs to be specific enough
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    to create stories, but not so specific that 
    there's no room for the player's imagination.
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    So the final piece of this AI puzzle...
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    is knowing when to hold back.
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    Knowing what NOT to simulate.
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    Knowing when to make urinal choice 
    random, rather than scripted.
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    One way to do this is to 
    carefully employ ambiguity.
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    Basically, to leave some things unsaid,
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    so players can make assumptions, and project 
    their own head-canon on the events on screen.
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    A good example of this is the Sim's 
    iconic babbling dialect, known as Simlish.
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    In early design documents we can see 
    that Maxis experimented with having
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    the Sims speak real world languages like 
    English, Navajo, Estonian, and Ukranian -
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    but due to technical and logistical reasons,
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    they ended up hiring two improv comics 
    to just make up absolute nonsense.
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    Sim: Droba droba droba.
    Seeka neeba huh.
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    But this actually works wonders - when the 
    Sims babble gobbledygook at each other,
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    the player can assume, fill in gaps,
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    project their own imagination on the 
    Sims, and make the game their own.
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    "If we used actual language, the game 
    would flatten and shrink, and everyone
  • 18:42 - 18:46
    would be having the same experience", 
    says EA's Matt Brown - no relation.
  • 18:46 - 18:50
    Ambiguity can also make Sims feels smarter than
  • 18:50 - 18:54
    they actually are, and hide cases where 
    the simulation is doing something wrong.
  • 18:54 - 18:58
    Another avenue is to always follow 
    the player's lead - and never use
  • 18:58 - 19:02
    autonomy to go against the story 
    the player is trying to tell.
  • 19:02 - 19:06
    That's why Sims will use free will to 
    relieve their bladder and fill their stomach,
  • 19:06 - 19:11
    but won't autonomously quit their 
    job or try romancing a random Sim.
  • 19:11 - 19:15
    Just like with the Nemesis 
    System in Shadow of War,
  • 19:15 - 19:21
    Maxis took inspiration from the concept 
    "yes, and", from improvisational comedy -
  • 19:21 - 19:26
    so the Sims try to build on the player's 
    actions, and try not to negate them.
  • 19:26 - 19:30
    For instance, if a player makes two 
    Sims fall in love - the autonomous
  • 19:30 - 19:32
    system shouldn't make them break up again.
  • 19:32 - 19:37
    Likewise, user-created Sims enter 
    the world with no sexual preference.
  • 19:37 - 19:42
    But if you instruct a male Sim 
    to, say, flirt with other dudes,
  • 19:42 - 19:46
    you're suggesting that he should be bi 
    or gay and the game will run with that.
  • 19:46 - 19:51
    The game should always try to maintain 
    the consistency of the player's story.
  • 19:52 - 19:58
    So, The Sims has a fascinating AI system - 
    which allows for realistic human simulations,
  • 19:58 - 20:01
    and creative player-led storytelling.
  • 20:01 - 20:04
    And most of it is driven by a very simple concept.
  • 20:04 - 20:10
    Characters, locations, and entire 
    neighbourhoods are given a bunch of
  • 20:10 - 20:14
    needs - and then try to make choices 
    that will best fulfil those needs.
  • 20:14 - 20:20
    With a little clever tuning, this leads to 
    characters who feel believable, social situations
  • 20:20 - 20:27
    where Sims act appropriately, and entire 
    neighbourhoods that stay consistent and balanced.
  • 20:27 - 20:31
    But this is not just useful for 
    running quirky goal-free life
  • 20:31 - 20:37
    simulations - and we can see utility AI 
    being used in other types of games, too.
  • 20:37 - 20:43
    For instance, in XCOM, an enemy unit will consider 
    every tile it can move to and score them based on
  • 20:43 - 20:51
    factors like distance, flanking opportunities, 
    angle, cover bonus, visibility, and proximity -
  • 20:51 - 20:53
    before moving to the tile with the best score.
  • 20:54 - 21:00
    It can also be used in procedural generation, to 
    build worlds that fit predetermined requirements.
  • 21:00 - 21:06
    Utility AI is a fantastic addition 
    to a game maker's toolkit, and its
  • 21:06 - 21:11
    implementation in The Sims should serve as 
    wonderful inspiration to game designers.
  • 21:11 - 21:16
    And now, just to melt your brain, 
    here's Katy Perry singing in Simlish.
  • 21:16 - 21:24
    Katy Perry: [Absolute nonsense]
  • 21:24 - 21:32
    Katy Perry: [Just complete gobbledegook]
  • 21:32 - 21:38
    Katy Perry: [I think I'm having a stroke]
Title:
The Genius AI Behind The Sims
Description:

more » « less
Video Language:
English
Duration:
21:38

English subtitles

Revisions