Entertainment Is Getting an AI Upgrade | Kylan Gibbs | TED

36,960 views ・ 2024-06-13

TED


Please double-click on the English subtitles below to play the video.

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When I was ten,
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I spent a lot of time playing with my Spider-Man action figures.
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I would have done anything for them to come to life.
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I honestly would take Gandalf over any therapist,
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but it's been pretty hard to connect with the guy
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since I long ago finished all of Tolkien's works and movies.
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Why is it that we have to say goodbye on the final page?
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We may not need to.
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Stories are changing,
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moving from static sketches and scripted narratives
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to living worlds and characters.
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AI agents are changing the way we can tell stories.
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These agents aren't just chat bots,
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they're any autonomous system that can take a directive or task
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and accomplish it without human intervention.
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Virtual assistants like a ChatGPT,
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autonomous vehicles like a Waymo or Tesla,
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robots moving boxes in an Amazon warehouse.
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These are all agents,
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but now they're changing storytelling too.
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We can bring together the active participation of video games
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with a much more natural social form of interaction,
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enabled by AI agents.
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I want to show you a hint of what I mean.
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Characters that come to life with their own personality,
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styles, voices and expression,
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while still being able to interact with one another,
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the audience and the environment.
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These interactions that you're going to see are not scripted,
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many of them filmed over the last few days
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here at TED and in Vancouver.
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Anyways, meet Caleb.
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(Video) Caleb: Oh, hey, Grandma.
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Welcome to my secret attic hideout.
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Grandma: What's Mr. Moose doing there?
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Caleb: That's actually Brother Moose, not Mr. Moose.
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He's like, the wise old moose who gives me advice and stuff.
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Oh, by the way, thanks for showing me your old superhero action figure, Grandma.
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It's, like, totally awesome.
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What's its name?
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Grandma: Mighty Squirrel.
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Caleb: Really?
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Grandma: Yes.
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Caleb: Wow, that's so awesome.
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A squirrel with super powers.
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That's nuts.
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Get it?
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Nuts?
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Like what squirrels eat.
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I bet Mighty Squirrel had some epic battles with evil acorns.
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Kylan Gibbs: By having that real-time responsiveness,
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Caleb makes the audience feel seen and heard,
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as if they're all inhabiting the shared space.
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And it isn't just any audience, that's actually my amazing grandma.
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The characters can also come together with one another
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and take ideas from the audience and improvise new content on the fly.
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(Toy robot beeping)
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(Video) Robot: Ready for action!
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Caleb: Whoa!
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Robot: Oof! That didn't go well.
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My arm is acting up.
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Villains, beware!
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Oops.
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Caleb: Grandma, can we fix the Mighty Squirrel's arm?
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Grandma: Sure.
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Pick it up and put it back on his arm.
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Caleb: Yeah.
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I'll fix you up, Mighty Squirrel.
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Your arm is broken.
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Grandma: He got it caught in a washing machine.
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Caleb: Ha, ha! You fought against the evil washing machine,
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Magic flower.
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How did the action figure break its arm?
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Grandma: He fell in some water full of alligators.
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Robot: Oh, you know, just your average superhero stuff.
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I was on a mission to save a city from a giant alligator,
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and I fell into the water.
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But don't worry, I still saved the day.
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KG: Each of these characters has their own internal reasoning and motivations,
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but they actually take those ideas from my grandma
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and then create new content in real time.
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They can even allow the audience to shape the overall story arc
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and conclusion of the experience.
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(Video) Robot: Prepare yourselves
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for the Mighty Squirrel is about to take flight.
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Caleb: Haha.
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Robot: Grandma, do you have anything to help me take flight again?
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Grandma: There is an eagle outside on a tree.
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Robot: An eagle, you say?
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Perfect.
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Time to spread my wings and soar through the skies.
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Caleb: Whoa, Mighty Squirrel,
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you're going to be the coolest flying superhero ever.
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And we'll have epic battles with the evil villains.
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KG: OK, so I’m mainly just jealous
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that Caleb is getting to have the experience
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I always wanted as a child.
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But I also love seeing how he takes the story,
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puts it in the audience’s hands
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and turns it into a canvas for their imagination.
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This is, of course, a tiny slice of what's possible,
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with there already being other AI-enabled games and experiences that exist today.
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Most exciting for me is a brand new genre we're seeing emerge
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that takes social interaction and conversation
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and puts it as the core mechanic of the experience.
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So let's say instead of jump and shoot,
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you actually have to use your social skills
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to navigate complex social scenarios
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and mediate conflicts.
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That's how you win the game.
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I would definitely have benefited more from that type of game
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than the ones I was playing when I was a teenager.
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And it's not just pure games per se.
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Imagine I had an AI tutor who texted me to remind me of a session
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and then jumped with me into a virtual world,
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walking through the emperor’s chambers in ancient China,
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casually switching between English and Chinese
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as we reviewed last week's history lesson.
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Or, as my family and I sat down to watch our favorite reality TV show
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or sports game,
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the agent could actually see
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the ongoing performance in real-time using vision
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and add hilarious commentary in the background.
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Games, though, are unique because they already take us from passive observer
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and turn us into an active participant.
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When I get really deep into a game,
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especially an immersive role-playing games like a Final Fantasy VII,
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Baldur's Gate 3 or Elden Ring --
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yes, I'm a massive role-playing game geek --
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At some point it feels like I'm in the story,
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but there's still something missing.
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The core mechanics of these experiences --
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jump and shoot, hack and slash, point and click,
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feel so distant from the natural ways
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that I interact with people and things in my own life.
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And so as immersed as I get in these experiences,
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it kind of feels like I'm stuck on these rails set up by the developer
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and nudged along from scripted point to scripted point
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based on the buttons that I press.
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And immersion requires a sense of real-time responsiveness,
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a sense that there's a consequence that is immediate and lasting
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and unique to the choices and actions that I take.
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However, until now, it's been extremely difficult to pre-script
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every combination of consequences
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to every permutation of player behaviors.
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Agents overcome this though.
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Just check out how Caleb handles some unexpected scenarios here at TED.
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(Video) Robot: Villains, beware!
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Caleb: Grandma, do you remember how his arm got broken?
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Person 1: He got in a fight with a gerbil.
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Caleb: That's like, the tiniest animal ever.
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Person 1: Let's just say the gerbil won the fight.
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Caleb: I bet the gerbil had some secret karate moves or something.
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Do you remember how his arm got broken?
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Person 2: I do, he was at this conference one day,
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and he did the ocean plunge and a shark came and ate it.
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Robot: Superheroes are always attracting the attention of sharks.
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But don't worry, I gave that shark a run for its money.
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Caleb: Uncle, do you remember how his arm got broken?
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Person 3: He was doing gardening.
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Robot: Defending gardens from evil produce is my specialty.
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Person 3: That's cool.
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Caleb: That's not as cool as battling mechanical minions.
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Person 3: True.
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(Laughter)
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KG: So it’s not just these stand-alone characters we want to bring to life,
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but fully agentic, interconnected worlds
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where a choice at one point
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might have dramatic consequences somewhere down the line,
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and the unique content produced for each user
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is still grounded in a shared lore and experience
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so that we have that shared social context
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that we all need from media.
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My company Inworld helps entertainment houses and game studios
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to build these agents for the next generation of media.
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And when we begin to build a character like Caleb, we start with the brain,
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which is crafted in a similar way
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to instructing an extremely capable improv actor.
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We start by training custom machine-learning models
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that give him a lay of the land, understanding the lore, vocabulary
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and grammar appropriate for the experience.
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And then we actually go in and we tweak his persona,
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his unique personality, motivations, his flaws and biases.
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We actually craft his dialogue style and voice,
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the way he verbally expresses himself.
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We build a unique emotional profile,
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the way he feels, his social tendencies and relationship habits,
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and then we preload a bunch of knowledge and memories
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that give him that robust backstory.
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Then we actually craft his internal reasoning and mental state,
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kind of the conditions under which he feels certain things
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or takes certain behaviors.
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We then decide how he actually gestures and animates those behaviors,
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and then that completes the brain, which we actually take
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and we attach to an avatar within a virtual world or game engine,
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effectively bringing it to life.
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And then we're ready to play and we're playing the experience.
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There's kind of an overarching narrative agent
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that acts like an AI director,
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managing or even generating the storyline in real time
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and ensuring that all the characters and entities
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cohere to their proper places within the story and context.
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For specific character like Caleb,
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when he's interacting with the world and characters,
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he does so in a similar way to how we as humans do
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with perception, cognition and behavior.
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Perception is the multimodal sensory input flowing in,
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the understanding of the world and context and people and objects within it.
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And then with cognition, he processes that input,
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kind of like the internal processing of our minds.
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He filters out irrelevant information to make sure everything is safe
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and narrative aligned.
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He extracts out important signals like sentiment, intent, emotional cues.
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He retrieves relevant memories from his past
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and even generates new ones on the fly.
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Finally reasoning over what to do both verbally and non-verbally.
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And finally with behavior, he actually generates his responses.
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He decides what to say and how to say it,
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what facial and body gestures to use,
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what actions to take,
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and people and objects to interact with.
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And that's what brings the character to life.
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And so, as amazed as I am by all these task-focused applications of AI
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that are coming out,
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the more I work with studios and creatives,
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the more excited I am for the potential
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for these agents to extend human creative potential,
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and for them to allow audiences to step beyond the script.
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For them to give audiences agency
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and allow them to co-create experiences that stem from their own imagination.
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To finish it off, here's a few funny takes from here at TED,
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starting with Polly, whose son is actually named Caleb.
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(Video) Person 4: Are you ready to play [unclear] Caleb?
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Caleb: Absolutely, grandma.
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Let's dive into some epic superhero adventures together.
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Person 4: Let's do it.
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Person 5: Can you hear me?
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Caleb: Of course I can hear you, silly.
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I love playing basketball.
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Person 3: Oh, wow. And which is your favorite basketball player?
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Caleb: Definitely LeBron James.
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Person 3: Sure.
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Caleb: Thanks for showing me your old superhero action figure.
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Person 1: You mean the man in his underwear?
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Caleb: Haha, yeah.
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He's like a tough guy in his undies ready to save the world.
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What's its name?
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Person 6: Johnny May Rotten Bad.
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Caleb: Uncle, you're so silly.
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(Laughter)
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Does he have, like, a guitar for a weapon?
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Person 6: He sure does.
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Caleb: No way.
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Person 6: Way.
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Caleb: No way.
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Person 6: Way.
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Caleb: Does he zap bad guys with his electric powers?
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Person 7: No, no, no, no, no.
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He zaps people and gives them love.
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He’s a nice superhero.
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Caleb: Wow, that's different.
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He uses love to fight the bad guys.
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Person 7: Yeah, and guess what?
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Caleb: That's so cool.
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Person 7: He always wins.
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(Applause)
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KG: So it seems like there’s a pretty solid chance
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my Spider-Man action figures could come to life after all.
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Thank you.
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(Applause)
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