Microsoft has announced a gaming event for February 23-24, with Xbox head Phil Spencer noted to make an appearance. However, instead of focusing on game reveals, the two-day showcase will focus on the background elements to Xbox gaming, such as AI agents for gaming and testing.
As spotted by Thurrott, the event is known as the AI and Gaming Research Summit. While it may not be home to massive game reveals and announcements, it will instead be diving into the technology and strategy behind them, which could actually be very interesting.
Spencer will be joined by other corporate bodies across the two days, as the summit covers four specific areas:
- AI Agents for gameplay and game testing
- Responsible Gaming, including ethics, safety, and inclusivity
- Computational creativity and content generation
- Understanding Players, player engagement and analytics
Again, while this may not sound the most exciting news, it gives an insight into the background behind Xbox gaming and potentially a vision of the future. So it could provide some noteworthy information.
Are you interested in the AI and Gaming Research Summit? Let us know in the comments below.
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[source thurrott.com]
Comments 4
> Computational creativity and content generation
Awesome. Hopefully this results in something along the lines of Halo: Infinite... except it's actually infinite, with a variety of semi- or fully-procedurally generated missions for players to embark on in solo, co-op, or deathmatch play. Or something like that.
@101Force I feel procedural generation is overrated. I'd rather have a smaller game that's polished to near perfection. But IDK,
maybe Microsoft will be able to use AI to make it feel less "fake".
Sounds like it's about actually very important stuff. I hope Pure Xbox can do at least a couple of articles on the event. Some of these things might shape gaming for decades.
@Luke937 : I've played a lot of games with procedural generation and the quality can vary wildly so I can appreciate a dislike for the technology.
The best implementations (in my opinion) use carefully-crafted parts that can be configured in a large variety of ways, with some logical rules to omit certain parts if certain conditions are met, instead of a purely generative algorithm. Eg: A map divided into five parts with ten possible combinations for each part has a total of 100,000 possible combinations, and it's a lot easier to balance each part with this kind of approach than with a more generalized algorithm that is meant be applied every step of the way. It will be interesting to see how the technology develops in the future though.
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