Bloom, a non-player character with a face like a potato and a black beanie pulled tight around his ears, wants to know about my strategy and how I fare in combat. âI follow a map and I punch hard,â I reply into the microphone. Text of our conversation flashes across the bottom of my screen. The NPC thinks Iâm bragging. He continues to drone on about our place in the resistance and how we need to fight back, his AI-driven voice tinny enough to sound mechanical but not grating.
What Bloom doesnât tell me, at least not directly, is that heâs a âneo NPCââa generative AI creation from French video game publisher Ubisoft designed to enable players to hold conversations with characters. Bloom is still very much in his R&D era, but his creation represents one of the many ways that game companies are looking to integrate machine learning into their offerings.
At last weekâs Game Developers Conference, where I got my chance to socialize with Bloom, the industryâs AI boom was in full swing. In addition to Ubisoftâs demo, there were panels on everything from bot basketball players to the âtransformative applicationsâ of gen AI. But there were also talks from the Screen Actors GuildâAmerican Federation of Television and Radio Artists union (SAG-AFTRA) about deepfakes and the impacts that AI could have on the careers of gamemakers. Prior to the event, a poll conducted by GDC organizers found that 49 percent of surveyed devs are using generative AI at their companies; four in five developers surveyed, however, said theyâre concerned about the ethics of doing so.
Amid these talks, the notion of using AI for NPCs came to the fore. In addition to Ubisoftâs demo, Nvidiaâthe company behind many of the GPUs powering much of the AI revolutionâbrandished a suite of tools that enable âdevelopers to build digital humans capable of AI-powered natural language interactions.â The company showed off those tools by releasing a clip of Covert Protocol, a tech demo it made with AI character company Inworld.
Ubisoft demonstrated its neo NPCs, which also use Nvidia tech, in three ways. First, I talked to Bloom to achieve a few game-given goals: Get closer to Bloom, find out about the megacorps ruling the world, learn about the resistance, and so on. Bloom is effortless to fire questions off to, and heâs generally good natured. Heâs been designed to be easy to handle, Ubisoft senior data scientist MĂ©lanie LĂłpez Malet tells me, though there are other NPCs theyâve created that are more standoffish, if not downright aggressive. The team decided to add goals to his interactions, she explains, because in the companyâs early testing they found players can get a little ⊠shy.
âThere are people that have a bit of social anxiety,â Malet says. They donât want to bother NPCs who seem busy, or theyâre taken aback by characters that appear angry. They donât always know what to say. â[Players] were like, âItâs like Iâm at party where I know nobody, oh my God,ââ Malet says. But she sees this as a good thing: It means the NPCs are inspiring people to use their social instincts. Players are also far more likely to open up and get personal when itâs a text conversation. âThere are some things you donât say out loud, you know?â Malet says.