More real than reality

Last week, Lionheand and Microsoft announced that Project Milo was officially canceled [or, at least, posponed] and Lionhead affirmed that Milo’s research and technology would be used on their upcoming Fable III. For those not familiar with this research, Milo was a software that simulated a kid [Milo] which responded to the inter-actor speech and facial expression. This video is a nice briefing into it.

That remind me about all the complexes AIs in new videogames, such as Mass Effect, The Witcher and Heavy Rain, in which the player not only “plays” that game but also talk, interact and relates to virtual characters interpreted by the machine. Fable also had this complex structure, which now may get even more complex since now the player have to pay attention to her/his popularity among followers. Followers are AIs that want to obey you but will only do so if they profit something in doing it, like you perform them a promise or something like it. If you accept one follower promise and don’t keep it or if you don’t take it at all, that person will be less likely to follow you.

It’s quite interesting that those AIs, which are waaaaaaaaay simpler than a mouse mind and therefore a human mind, can create a complex system of interaction which resembles human social dynamics into a really non-simple way. I wonder that Milo tech will add up even more interesting things to this system.