Lindens Launch 100 Pathfinding Sims
Artificial Intelligence (AI) has gone viral on Second Life's
main grid. A new technology called pathfinding embeds AI in SL servers.
On over 100 sims, AI characters can navigate intelligently among
avatars, terrain, walkways, and obstacles, with behaviors such as
pursuit, wander, evade, patrol, and navigate to location.
Any
of these behaviors can be invoked with 2 lines of Linden Scripting
Language (LSL)… to automatically move mesh or classic prim objects…
possibly replacing hundreds of lines of vehicle animation code. Is this
just a reduction in user code or something more? Yes, much more.
Pathfinding
is a new mobility ecosystem. Pathfinding can calculate all feasible
pathways across land and prims (e.g. bridges), generating a navimesh
(picture 1). Pathfinding characters (aka Non Player Characters or NPC)
use AI searches to find navigable pathways to their target avatar,
object, or location. Throw up a roadblock? No problem, they will find
another way round. There is enough randomness and simulated nervousness
in the solution, that NPCs have distinctively organic motions.
Yeah,
but what about lag? Everyone asks. Okies. I ran stress tests with my
animated NPCs on the Snack Sandbox regions. Kitty is a 4 legged animated
critter that walks. Funky Munky is a humanoid NPC that strides and does
a funny skit. I took baseline performance stats,
then starting rezzing wandering NPCs simwide; hundreds of them.
As
I watched the lag numbers; a startling result! At first, only 2 numbers
trended with added NPCs, Physics Time went up and Spare Time went down.
All other numbers flatlined... no effect. Just over 100 NPCs and Spare
Time hit zero; the first noticeable lag. Amp that up to 200 NPCs, and
yes, we are driving frame time up as well, but linearly, not
aggressively. Even more surprising, virtually no NPCs crashed. After
rezzing 200 kitties, I only lost 2 and the population held steady for
several hours. Conclusion: multiply your Spare Time by 5 and that's how
many animated NPCs you could rez on your sim without any noticeable lag.
That
means, Lindens created a very reliable and efficient infrastructure,
but only for NPCs. Of course, all this AI is beta test, and sim crashes
happen often outside the sandbox. You know this when you can't move or
chat… you've got crash! The sim does an auto-rollback, including your
inventory; and sometimes you relog to a place you left hours ago! Time
Warp! Coolies!
The
Lindens should be congratulated for these achievements... but that's
not enough. User generated NPCs should support animations, in other
words, NPCs with moving limbs that walk and gesture. I used the very
popular prim animation script by Ferd for my NPCs. My teaching NPCs
worked for weeks… umm… until Wednesday, when Lindens rolled out a new
server beta that broke all my prim animations and everyone else's. Ugh!
Fix that bug!
To
date, Lindens test pathfinding with the default cubes that you rez when
you start building (Picture 2). This testing scales to other
non-articulated NPCs such as rubber duckies, plastic bunny toys, and
snails. Clever use of flexiprims gives you a few more options (Picture 3). Let's see, hmmm, NPC can only travel on land and float but not
animate… maybe ghosts? daleks? spaghetti monsters?
To
fill the vast depopulated regions of SL with engaging content, citizens
of SL need animated NPCs… i.e. NPC people and realistic, animated NPC
critters. I'm just saying... pathfinding has tremendous potential.
Linden Prayers that it lives up to expectations!
Picture 4: Any, Lorca Linden, Maestro Linden, and Falcon Linden, "the genius behind pathfinding AI. Dude! ... You ROCK!
"
The Pathfinder Users Group (PUG) meets Thursdays at 4pm SL time on
Aditi test grid at the PathTest megaregions (use the Map to find us!). Chat log from this meeting: http://wiki.secondlife.com/wiki/Pathfinding_in_Second_Life/2012-05-03
Any1 Gynoid
Original published on CNN
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