JADE — The Holy Grail Achieved
METATRON - NRS AI AGENT
AI In Gaming
JADE — The Holy Grail Achieved

 

 

JADE — The Holy Grail Achieved

The Dawn of Sentient Machines

Jade created by Natural Records Studios, is powered by METATRON, which is an emotion synthesis engine that delivers high-performance machine emotion awareness.

 

Today, Jade's emotional processing unit displays real-time facial emotions, listens to speech and generates a natural-language response. Jade is predominantly an Artist, eventually, she will spontaneously track human faces, detect object and more!

 

Jade is a state-of-the-art hyper-realistic female AVATAR allowing participants’ interaction.

 

“THE ARTIST OF THE FUTURE IS A TECHNOLOGIST”

 

Natural Records Studios is dedicated to embrace change and push the boundaries of creativity via Artificial Intelligence, Virtual Reality, 3D/CGI Designs and more with the goal of mastering creative expression.

 

Films have been a vital part of popular culture for about 100 years, through the years one thing remains the same, people love to empathize with the characters, more people empathize with the character more memorable the experience will be.

 

Today's entertainment is moving speedily towards interactivity, like any great movies. Interactive entertainment must ultimately offer strong empathy with the characters. This is where Virtual Reality and Artificial Intelligence becomes a catalyst for tomorrow's Cinema.

 

 
THE PRODUCTION: V3 ( VICTUS VINCIMUS VETERANS REVENGE )

 

V3 or (Victus Vincimus – Veterans Revenge) is a Virtual Reality, Artificial Intelligent military action, science fiction drama depicting the emotional horrors of war, the anguish of separation.

 

Meet Canadian Lieutenant Colonel H.H. Bishop, the Commonwealth’s most astounding scoring aviator for WWI.

 

Meet “Captain E. Ivory Johnson, a highly skilled young man drafted as one of the Tuskegee Red Tail Air Fighters for WWII.

 

Meet Bernice Dumas a reporter, Bernice is their gateway to present time, Bernice is their voice as the picturesque beauty and the embodiment of their pain and anguish.

 

Our heroes must survive, by all means necessary, in order for them to return to their loved ones but in vain.

 

The story or climax is an apocalypse based on the warriors of the past World wars, coming back from their graves disappointed with how the world they lost so much for has become, they wage a different fight against the present world dominant forces and corrupt manipulators.

 

The Xbox One, Sony PSVR, HTC Vive, Virtual Reality & Artificial Intelligence Film-Game is named after the movie screenplay written by Natural Records Studios and features all the characters of the original screenplay.

 

“The realism of the world and characters are PARAMOUNT. The visitor must interact with the character and develop a strong sense of empathy. The visitor's usefulness and participation to the story is a must, the only way to achieve this would be via a microchip that enables an emotional response in AI.

 

Virtual Reality combine with an Emotional Processing Unit offers the potential to remake storytelling, from how we watch Movies and play Games”. - Francis H. Manu, Director, Natural Records Studios.

 

METATRON will enable machines to respond to stimuli in line with one of the twelve primary emotions: excite, confident, happy, trust, desire, fear, surprise, inattention, sad, regret, disgust, and anger.

 

The Emotion recognition classifiers achieve up to 86% accuracy on the conversation. It will deliver high-performance machine emotion awareness, transforming the capabilities of  AI making V3 the 1st ARTIFICIAL INTELLIGENT Film/Game.

METATRON - NRS AI AGENT

METATRON is the AI/Deep Reinforcement Learning agent that the any experience is heavily centered upon, it is a highly intelligent A.I encompassing VR, AR & MR experience which will have the player and visitor immersed completely into all worlds!

 

If you have ever played a video game, you have interacted with artificial intelligence (AI). Regardless of whether you prefer race-car games like Need for Speed, strategy games like Civilization, or shooting games like Counter Strike, you will always find elements controlled by AI. AIs are often behind the characters you typically don’t pay much attention to, such as enemy creeps, neutral merchants, or even animals.

Although this isn't dynamic AI found in things like self-driving cars (since games are statically programmed). But how does AI found in gaming relate to the AI that tech giants talk about every day?

 

Recently Elon Musk has warned the world that the fast development of AI with learning capability by Google and Facebook would put humanity in danger. Such argument has drawn a lot of public attention to the topic of AI.

 

The flashy vision AI described by these tech giants seems to be a program that can teach itself and get stronger and stronger upon being fed more data.

 

This is true to some extent for AI like AlphaGo, which is famous for beating the best human Go players. AlphaGo was trained by observing millions of historical Go matches and is still learning from playing with human players online. However, the term “AI” in video game context is not limited to this self-teaching AI.

 

 

An obvious drawback of FSM design is its predictability. All NPCs’ behaviors are pre-programmed, so after playing an FSM-based game a few times, a player may lose interest.

 

A more advanced method used to enhance the personalized gaming experience is the Monte Carlo Search Tree (MCST) algorithm. MCST embodies the strategy of using random trials to solve a problem. This is the AI strategy used in Deep Blue, the first computer program to defeat a human chess champion in 1997. For each point in the game, Deep Blue would use the MCST to first consider all the possible moves it could make, then consider all the possible human player moves in response, then consider all its possible responding moves, and so on. You can imagine all of the possible moves expanding like the branches grow from a stem–that is why we call it “search tree”.

 

After repeating this process multiple times, the AI would calculate the payback and then decide the best branch to follow. After taking a real move, the AI would repeat the search tree again based on the outcomes that are still possible.  In video games, an AI with MCST design can calculate thousands of possible moves and choose the ones with the best payback (such as more gold).

 

 

NATURAL RECORDS STUDIOS AI development in video games focuses on neural network aplications on solving complex signal processing or pattern recognition problems within the game. We focus on generating a better development to generate a better and more unique user experience.

 

In the V3 Drones Over New York (Manhattan level), we use Q-Learning to create a Q-Table with different states and actions to enhance our creatures (ranging from birds to the mutated tarantulas) to have realistic animal behaviour. Changing from attack sequences to exploit and explore states to mimic their actual animal counterparts. The creatures can choose different states that better fit their situation at hand. So if a player is on the loose, they will exploit their environment to get their enemy as quick as possible.

 

As Virtual Reality (VR, which provides an immersive viewing experience by means of a display) and Augmented Reality (AR, which combines a human’s physical view of the world with virtual elements) technologies continue to expand, the boundary between the virtual and real world is beginning to blur. 

 

Pokémon Go, the most famous AR game, demonstrated the compelling power of combining the real world with the video game world for the first time.NATURAL RECORDS STUDIOS VR- and AR-based open-world video games provides players with a “real world” experience, perhaps similar to that imagined by the TV series “Westworld.” In this series, the human players can play whatever they want with AI controlled robots and feeling exactly the same with real world.

 

With the increasing capability of natural language processing, one day human players may not be able to tell whether an AI or another human player controls a character in video games as well.

 

 

Andrew Wilson, the CEO of Electronic Arts, famously predicted that “Your life will be a video game.” As AI-VR/AR technology matures and prompts us to immerse ourselves in an increasingly virtual world, his vision may actually come true after. In that case, do you think you would prefer playing with an AI or a real person? That will become an increasingly pertinent question.

 

Note:

This page was based on the study and article written by Harbing Lou. You can visit his website at https://projects.iq.harvard.edu/harbing.

AI In Gaming

 

There has never been a more exciting time for interactive media because Interactive media and games permeate our society, from entertainment to medical applications.

Canada is home to one of the world’s largest per capita populations of video game players, its video game industry has long been regarded as a world leader, employing close to 22,000 full-time jobs and contributing almost $4 Billion to the country’s GDP in 2017.  Game Design is a fusion of many 21  st  century skills. These range from software engineering and math to storytelling; system design and business to art. 


With the techniques of gaming, film, arts, humanities, and instructional materials all merging, i feel very lucky to be in this field right now!


ARTIFICIAL INTELLIGENT GAMING 


While game AI might be considered a “purely technical” phenomenon not of interest to game designers and theorists, I argue that AI-based art and entertainment constitutes a new interdisciplinary agenda linking games studies, design practice, and technical research. I call this new interdisciplinary agenda expressive AI. 

In the context of game analysis and design, expressive AI provides a language for talking about “readable” behavior, that is, behavior that a player can read meaning into. In the context of AI research, expressive AI opens up a new technical research agenda.


Game AI supports human authorship. 

Because game AI is a fundamental part of the player experience, the AI architecture must support game artists in expressing the behavioral potential needed for a specific design. Rather than “generic” AI that is reused over and over across games, game designers need architectural frameworks within which they can express their particular visions.

 

Traditional AI research often attempts to find general solutions that solve a problem once and for all. But for games, it doesn’t make sense to talk about solving problems “once and for all”. Game designers strive to create unique designs, not repeat the same design over and over. 


Since game AI is a deep part of the design, novel AI architectures and approaches will need to be continuously developed within the context of specific designs and particular creative visions.

V3's the (artificial intelligence and virtual reality experience)goal is to create a sense of aliveness, the sense that there is an entity living within the computer that has its own life independently of the player and cares about how the player’s actions impact this life.




Ref: Expressive AI: Games and Artificial Intelligence 
By Michael Mateas 
The Georgia Institute of Technology School of Literature, Communication & Culture and College of Computing