How does Character AI recognize the surroundings while moving around?

Understanding Knowledge Representation

Characters in the game world can move freely with a “Knowledge Representation” method, weaved into themselves. Knowledge Representation is a form of expression, which enables computer to manipulate human’s knowledge within AI. The idea of “Affordance”, proposed by a famous founder of ecological psychology Gibson, offers a lot of suggestions when introducing this form of expression into the game world.

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Affordance is the “meaning”, which environment gives to animals. It represents the "meaning" that the environment holds, and valuable for such animals. It is a coined word by a perceptual psychologist from the United States, James Gibson, and is the idea that constitutes the basis of ecological optics and ecological psychology.

In life history, people read the "meaning" in the environment through physical experiences. However, AI does not well-recognize the world directly. Accordingly, an idea that human beings determine the form of knowledge over an object, and the knowledge is replaced for recognition by giving its content to AI in advance, has emerged. A method to realize this process is Knowledge Representation.

For instance, people recognize the knowledge on apple such as "red", "sweet", "round", "light", "edible", and "white inside when cut", convert it into data, and have it tagged. AI recognizes and understands apples by this.

Aspects of “exercise” and “decision” can be described as follows. There is a box in the room, for example. People let the box have the information, that it is "moveable", and the vector (direction) where to push to move it. Similarly, if people have a switch, they can "push" it, and give information about what will happen to the "Switch" object itself. Using this information about behavior capacity, AI can be operated in the game world. (Entities – iCardbook |

How does character AI recognize surroundings and be allowed to move in the game world? I'll introduce reference (books) that explains affordance theory and knowledge representation as a means of implementation.

Welcome to the world of knowledge that spreads with a click.

【Reference (books) List】

(For more information about the book, click the book title. If you click on the related knowledge card that is under the book title, you can see the context in which these books are selected for reference, which are very useful for an Active Learner.)

The Ecological Approach to Visual Perception (Psychology Press & Routledge Classic Editions)
Artificial Intelligence: A Modern Approach, Global Edition (English Edition) 3rd Edition
・Character Planning/

・Affordance and KR (Knowledge Representation)/

・KR (Knowledge Representation)/
・Affordance and KR (Knowledge Representation)/
・Affordance and Games/


◎This is a listing of Reference "Chapter 6: Environmental Awareness, Action and Artificial Intelligence" of 'Artificial Intelligence and Artificial Intellect (Youichiro Miyake)'.


◎You can buy 'Artificial Intelligence and Artificial Intellect (Youichiro Miyake)' at Kindle Store.

■iCardbook Benefits:Good value for reading

・you can read it quickly in your pocket of time, e.g. commuting
・You can immediately understand the "drawing " in the author's head
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■What is iCardbook?

iCardbook is a card-type specialized book consisting of about 100 pieces of "knowledge card".

"knowledge card" consisting of [Card title + text + references (Books, papers, Web articles, etc.) with hyperlink + footnotes] provides visualizes the knowledge network.

You can read the "design drawing" of professional books during your pocket of time from mobile devices such as smartphones. iCardbook is support kit for an Active Learner

"i" for iCardbook is "i" for inspire, intelligent and innovative.

・Writing that inspires intellectual travelers
・Intelligent writing that invites them to "the world of knowledge" that broaden concern and interest
・Innovative writing that renovates the ecosystem of knowledge.
That's iCardbook.


◎買う前に見て便利|参考文献リスト (It is convenient to see before buying. | References list)

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