Artificial Life in MMOGs
Wednesday, December 21st, 2005Brief synopsis: Users in the online world of Second Life are playing with Artificial Life — creating dynamic, evolving ecosystems. I predict that we will see continued creation of complex, emergent ecosystems in MMOGs in the future.
I have been playing with Second Life (SL), a realization of the Stephensonian Metaverse. I’m calling this “research,” as I’m surveying the state of MMOG Artificial Intelligence and Artificial Life, but at this point it might as well be play.
Yet, Second Life really isn’t a game, it’s more of an online, massively-interactive world. All content is user created with the built-in scripting language (LSL), Havok physics engine, and 3D modeling and animation systems. Users create buildings, vehicles, weapons, clothing, gambling joints, a plethora of shops, and much more. Like first life, it’s very flexible. Some users have even succeeded in making a living selling things in SL and then exchanging the in-game currency for real money.
In terms of AI, the most advanced thing I’ve seen is a tie-in with an implementation of Alicebot. The LSL scripting language lends itself to simple AI because it is based around a model of Finite State Machines — any scripted object can be in a number of different states, and can respond differently to events based on which state it is currently in.
However, what SL really lends itself to is Artificial Life. A user known as Surina Skallagrimson has developed an AL model of fish that swim, shoal (flock), seek out food, gain food preferences, see and evade predators, reproduce, and die if insufficiently fed. She has also met with limited success in passing on genetic information to allow simulated evolution. The main restrictions to progress arise from the many limitations of the LSL scripting language, which has no provisions for long-term memory.
I interviewed Surina in SL (a cool experience) and then she showed me the fish. They flock very naturally, colored by their food preferences. Surina is now working on modifying her code to create birds, which will prey upon the fish. The eggs of AL frogs, created by a different SLer, can also be eaten by the fish. Some of Surina’s schools have existed for months, even though each individual can live for a maximum of four hours. If you want to see the fish for yourself, they swim in the waters around Hypatia 49, 221, but wander as far away as neighboring Themiskyra. A basic SL account is free.
What excites me most about this is the potential for systems like SL to allow people to play with AL in an integrated environment. In such systems, one can actively experiment in 3D on an evolving system. The integration with the Havok physics engine makes complex emergent behavior likely.
A choice quote from a blog article about Surina’s work:
Due to “a bug in the fish causing them to reproduce out of control. It appears the limit for 3 sims full of fish is around 10,000 (Ten thousand) fish… A virus was quickly introduced to kill off the mutant fish before they either crashed the servers or they evolved a way of teleporting to the main grid.”
This all brings me back to a project that I did a while ago in which I created a two-dimensional physics simulation and allowed mass-spring “creatures” to evolve mobility. It was much like the new sodarace system. (I was inspired by the original sodaplay.) Creatures evolved methods of locomotion qualitatively similar to runs, walks, slides, rolls, and hops. AL is exciting because simple rules give rise to incredibly complex behaviors. But we already know that, of course, because we are the result of such a process. (Sorry Kansas Board of Education.) I’d love to see people build complex, evolving AL ecosystems in MMOGs, and I predict that we will see this occur as available in-game CPU time for this sort of process increases.
A little while ago I heard a talk by a Google researcher which boiled down to the following statement: With enough data, many computational problems transform into search problems. For example, if you have an index of a billion web pages, you can make a darn good spell checker because you’ve seen
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I’m thinking about massively multiplayer games. Really, I’ve been thinking about them ever since I was addicted to