Artifical Intelligence in the Uncanny Valley

31 05 2007

Gamasutra just posted a feature I wrote for them: Uncanny AI: Artificial Intelligence In The Uncanny Valley

There are lots of things across all media that can already fool us. The crucial question, though, is how well do they do it? Distance and brevity obscure all manner of flaws, but at some point in a game, the player can always get closer or look for longer.



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