This week, I initiate the idea of an AI application in game. I come across an experimental game demo developed by Stanford researchers called Smallville. What sets this game apart from the commercial product is that the game’s NPC (non-playable characters) comfortably discuss topics such as local politics and composing music, pulling from ChatGPT’s enormous database” (McCurdy 2023). What is more fascinating is that they even retain the interaction history and reference the earlier given information (McCurdy 2023). They claim to use the human-centered design to prototype simulations of human behaviors as they ‘learn’ plausible sets of behaviors and reflections that may exhibit in life” (McCurdy 2023). However, it poses a threat to replace game writers when in fact, human agents still play a vital role in assessing AI.
With our group’s media sketch this week, we take advantage of our open-ended storyline to create different visual approaches for our trailer. In the meantime, everybody will have the independence to choose their favorite part in the synopsis and create a trailer following their interests. The arbitrary visual functions as art direction ideas, giving us more quality options to pick out. Furthermore, it is important to look back and assess the effectiveness of text input. What does not work is that we have not decided on the characters. As a result, the trailer misses an important element- presenting the main characters.
In order to back up the deficiency, I feel it is more effective if we can use this brainstorming technique called 6-3-5. Six people will sit around to jot down three ideas for problems – each round takes five minutes and rotates after we get eighteen ideas on each note. After that, we can cross-check the ideas to force association. This might help us subconsciously track unexpected suggestions.
This week’s reading clarifies the ramifications of deep generative models in the breadth of variable media forms, notably the mention of hyper-production. It also demonstrates the association between hyper-production with social-economical thought on the rentier state (Ferrari and McKelvey 2022). Thus, it addresses the challenge of understanding the ethical barriers of AI generation, such as the extensive use of personal information. I am interested in the notion of homogenization and convergence of media production through hyperproduced content (Ferrari and McKelvey 2022). Imagine the possible media outputs generated by the compressed data point, for example, the recreation of Mona Lisa painting in Van Gogh’s style. As a result, it leaves several questions that might impact cross-industrial, such as the copyright issue of archived content.
Reference list:
McCurdy W (2023) ‘No more ‘I took an arrow to the knee’: Could AI write super-intelligent video game characters?’, The Guardian, accessed 1 September 2023. https://www.theguardian.com/games/2023/may/25/could-ai-write-super-intelligent-video-game-characters-stanford-smallville
Ferrari F and McKelvey F (2022) ‘Hyperproduction: a social theory of deep generative models’, Distinktion: Journal of Social Theory, p.1-23, doi: 10.1080/1600910X.2022.2137546
Here is the link to the sypnosys (please use RMIT account to access):
https://docs.google.com/document/d/11X_GoWq4QmpSubxagBaEHwEEeM3ZvHAEldZ8pfCvABI/edit?usp=sharing
Here is the link to the trailer (Shout out to Beila):