Nintendo on the use of AI in game development

no_ai.png

In a recent Q&A with investors, Nintendo president Shuntaro Furukawa states the company has concerns over the use of AI, like LLMs, in its first party game development.

In the Q&A, Nintendo President Shuntaro Furukawa acknowledged the use of AI-like technologies in gaming, particularly in controlling enemy behaviours and recognized the potential of generative AI to enhance creativity but also raised the associated IP challenges. Unlike companies such as EA and Ubisoft, who have previously stated that they are exploring and implementing generative AI to streamline their game development processes, Nintendo seemingly remains cautious.

Furukawa states that Nintendo aims to deliver unique experiences that go beyond mere technological capabilities.

Investors Q&A said:
Q: Efforts are underway to equip smartphones and other devices with AI, and the presence of AI in daily life is expected to increase. We would like to hear about Nintendo's initiatives to utilise AI.
Furukawa: In the game industry, technologies similar to AI have long been incorporated into the movements of enemy characters. The recently talked about generative AI can be more creative, but on the other hand, it also has problems related to intellectual property rights, etc. We have decades of know-how in creating optimal gaming experiences for our customers. We have the know-how to create the best gaming experience for our customers. While responding flexibly to technological developments, we will continue to deliver our unique value, which cannot be created simply by technology alone.

What is your stance on AI in game development? Do you think there is a place for it?

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SecureBoot

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Why would you want a computer to write the dialogue in a game?
One of the big draws of a story is the writing, and generative AI does nothing but regurgitate patterns.
There's no creativity, no consistency, and no soul behind it.
Eh, id argue that in a game like Skyrim, most NPCs don't have anything interesting to stay. Even a predictable, but fleshed out backstory for a character is better than "I heard they're reforming the dawnguard. Vampire hunters or something". The writers can focus on the really cool world building shit and the AI can spice up the mundane copy/paste stuff
 

The Real Jdbye

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Of course Nintendo will never use generative AI. They want full control over the entire creative process, something generative AI just doesn't give you. You can try to kind of steer it in the direction you want it to, but then you just have to hope that it gives you what you want.

Making something cool with AI is easy, and it can produce almost anything if it feels like it, but you can never be specific with your requirements, because that ends up just resulting in worse output. So if you're a company like Nintendo, who want to have things a certain way and that way is the only way, it just won't do.
 
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NinStar

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Are people really reading this as if Nintendo is saying they are not going to use AI in games?

It is very clear that their only real concern is about the uncertainty regarding generative AI and IP infringement at its current state, you know, it would be quite ironic if they ever got caught in such controversy, if wasn't for that they would be using it everywhere.
 

Sir Tortoise

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Generative AI's only benefit is the extremely reduced barrier to entry. Someone with no art skills can generate something that's good enough for a meme or a hobby project or something.

Nintendo have enough funds to just, yknow, employ skilled people to make exactly what they want. Its nice to see a headline like this that isn't a company falling for the hype that this'll be the future of everything.
 

SecureBoot

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Generative AI's only benefit is the extremely reduced barrier to entry. Someone with no art skills can generate something that's good enough for a meme or a hobby project or something.

Nintendo have enough funds to just, yknow, employ skilled people to make exactly what they want. Its nice to see a headline like this that isn't a company falling for the hype that this'll be the future of everything.
Again, I don't know why this simplification keeps getting thrown around. Gen AI can be used by professionals just as, if not more beneficially than an amateur. It is a versatile tool that can benefit in the prototyping/discovery process of most forms work as well as troubleshooting, research, and streamlining menial tasks.
 

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Ai is a very interesting tool that ppl will use as a crutch for a while, which is the part where we call out on companies for using it like it, instead of streamlining the creative process. I'm cool with ai for concept art in the ideas phase, i'm against it as something for the end product for simply because it's the same as half waxing a car and deliver it mat
 

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Ai is a tool, but it shouldn't be used to replace anything, but instead to assist. I can see Ai being useful to iron out coding bugs and limitations, generative terrain, enemy Ai characters adapting to your play style over time, etc.

What I don't want is Ai generating the artwork, majority of the game assets, or spoken dialogue.
 

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Eh, id argue that in a game like Skyrim, most NPCs don't have anything interesting to stay. Even a predictable, but fleshed out backstory for a character is better than "I heard they're reforming the dawnguard. Vampire hunters or something". The writers can focus on the really cool world building shit and the AI can spice up the mundane copy/paste stuff
As I said:
One of the big draws of a story is the writing, and generative AI does nothing but regurgitate patterns.
There's no creativity, no consistency, and no soul behind it.

It's not about it predictable output, it's that it has no actual understanding of anything. It's a pattern recognition and generation tool that spits out input based on what it has been fed. It can't understand context, emotion, or the bare basics of actual writing.

You're essentially asking for random one-off NPCs to become backstory text dumps that have nothing to do with the actual setting of the world or feel ingrained into their environment.

Someone actually went in and wrote the one-off reusable NPC dialogue so that it fits the setting and still manages to be memorable despite being overused, and they don't feel out of place within that world. They are unimportant characters used for background noise and environmental population, and their dialogue reflects that.

Art isn't about just outputting more and more. Quality, not quantity, and having random one-liners from nameless NPCs but a core story that's engaging is far more interesting than a million generated NPCs that all have backstories that mean nothing to the player or setting.
 

SecureBoot

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As I said:


It's not about it predictable output, it's that it has no actual understanding of anything. It's a pattern recognition and generation tool that spits out input based on what it has been fed. It can't understand context, emotion, or the bare basics of actual writing.

You're essentially asking for random one-off NPCs to become backstory text dumps that have nothing to do with the actual setting of the world or feel ingrained into their environment.

Someone actually went in and wrote the one-off reusable NPC dialogue so that it fits the setting and still manages to be memorable despite being overused, and they don't feel out of place within that world. They are unimportant characters used for background noise and environmental population, and their dialogue reflects that.

Art isn't about just outputting more and more. Quality, not quantity, and having random one-liners from nameless NPCs but a core story that's engaging is far more interesting than a million generated NPCs that all have backstories that mean nothing to the player or setting.
Yeah I still disagree. The scenario I'm envisioning has nothing to do with text dumps. I guess I'll just further explain what I'm thinking of using Skyrim. You get to Whiterun.

There's a ton of crafted and deep interconnecting storylines between what's happening at Dragonsreach, the feud between the battle borns and greymanes, and the companions. There's also a score or so of the infamous guards. They don't do anything but regurgitate the same dozen lines. It's not important that they have nothing going on. It doesn't really detract from the world, but I don't think you'd be complaining if there were more writers to make these characters stand out a bit better.

Problem is, there's not time or budget for that. Furthermore, if someone was hired specifically to write that dialog, it wouldn't be a very fulfilling job. So instead, why not have some data engineers spend a quarter training and tweaking a model with all of Tamriel's lore. Now the writer goes in, gives the context of the setting they want an NPC for, and then they get to pick a line or two that gives the guard a little extra flair.

At the end of the day, it doesn't actually matter if the line originated from the AI or the writer. You wouldn't know the difference, you get a game that feels just a bit more fleshed out, and the writers don't have to write dialog that no one really cares about. It's a win/win/win.

Also, saying GenAI can't understand context, emotion, or bare basics of writing seems a bit disingenuous. Like sure, I computer can't "understand" like a human can, but it can remember information, make associations, recall that information, and demonstrate novel application with that information. It may be primitive and doesn't always get it right but that sounds pretty damn close to understanding to me. And let's not forget that GenAI is still VERY new in the commercial space. People seem to have this idea that we have now is what it'll be forever. People like to use the "Gen AI is just a fancy text predictor". I don't know where that came from, but I think it's inadvertently caused a lot of misconception. That is the easiest way to explain it to a layman, but it's a very loose definition and kinda falls apart under scrutiny.

Ultimately, it's a matter of taste when you think about it. You say you want those Skyrim characters to repeat the same dozen lines as long as a human wrote them. I say I want them all to have a unique set of lines as long as they're verified by a human. I'm not gonna change your mind and you're not gonna change mine. There's no "right" answer here.
 

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I use generative ai (chatgpt/copilot) in my work for solving (coding) problems and bring ideas, mostly the code doesn't do what I ask but it gives hints to solutions I wouldn't have thought of so quickly. Using AI for NPC's so you can just chat ingame would be so nice! I would love to ask a troll or warlord how to solve a complex SQL question. AI assisting game-developers is a non brainer for me, coding, level design, testing etc: all could benefit.
 
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Veho

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Lol, they can't make a decent online infrastructure. Now they're thinking about AI?

Learn to walk before you run.
They're not. Read the post. He said Nintendo won't be using AI to generate content or art for their games.
 

Veho

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You reread my post. I said "thinking". They shouldn't have thought about AI in any form. Not even a thought of not using it.

:tpi:
Not on purpose. The interviewer made him think about not thinking about it. Before that Furukawa was like

1720082383272.png
 
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Wait a minute... did AI acquired another brand new stupid meaning today?

Like Furukawa said, AI has been the definition to describe Enemy Behavior/Actions in games for as long as I can remember.

I have lots of 90s magazines praising cartridge sizes back in the day with sentences like: "This cartridge has x amount of MEGAS to improve Enemy AI, now it'd be more difficult for some players" or "The size of the cartridge allows enemies to have an advanced AI and they'll respond to your actions accordingly" and other ideas of the same fashion.

AI nowadays is getting a bastardized definition (like anything new generations don't understand nowadays) and the current object of AI doesn't apply in whatever Furukawa was asked.

Furukawa has a traditional meaning of AI, whereas whoever the f made him that question probably meant "modern" AI.
The new one is called Generative AI. It's in the name, it 'generates' content and is quite impossible to recreate the parameters by hand or code especially those LLM with billions of parameters.

The old 'AI' is not even AI, it's just a script that follows a string of if/else. I remember writing some 'AI' during the heydays of Warcraft 3.
 
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