Movements change continuously

In the game world, as soon as a magic bullet flies toward a character while they are running, they stoop down and hide under a desk. When they think their swords would not reach the opponent, they can move forward as they take bigger or smaller steps. The more characters utilize affordance in the game world, the more intelligent their movements become.

But movements cannot be switched at any moment. Even humans have a period of involuntary movement (when you cannot move on your free will), but the game character has limited timing to play and switch motions, and the accompanying time is very long. This brings about the difference between a game player and a character's movements. In other words, the user realizes that the character is artificial intelligence.

This is because the character is playing motions, not generating movements. The realness of the game character is actually undermined by this awkwardness of physicality rather than by decision-making.


■References (Books, papers, Web articles, etc.)
AI最前線の現場から【スクウェア・エニックス】 キャラクターの身体を作る 三宅陽一郎 二〇一六 https://thinkit.co.jp/article/10015


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References list of "AI meets Philosophy: how to design the Game AI"