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Pontifícia Universidade Católica De São Paulo PRPG Pontifícia Universidade Católica de São Paulo PRPG - Secretaria Acadêmica da Pós-Graduação Alberto Cabral Fusaro Inteligência Artificial e a Ilusão do Percepto Afetivo Mestrado em Tecnologias da Inteligência e Design Digital Dissertação apresentada à Banca Examinadora da Pontifícia Universidade Católica de São Paulo, como exigência parcial para obtenção do título de Mestre em Tecnologias da Inteligência e Design Digital sob a orientação do Prof a. Dra. Maria Lucia Santaella Braga São Paulo 2018 2 Banca Examinadora _________________________________________________ _________________________________________________ _________________________________________________ _________________________________________________ _________________________________________________ 3 4 Esta pesquisa teve o suporte da CAPES / PROSUC – Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Programa de Suporte à Pós-Graduação de Instituições Comunitárias de Ensino Superior – mediante concessão de bolsa de Mestrado modalidade II, objeto do processo nº 88887.149845/2017-00, o que permitiu a realização do curso de Mestrado e a conclusão da Dissertação, que consolida a pesquisa realizada durante o curso. 5 6 AGRADECIMENTOS Em especial à Prof a. Dra. Maria Lucia Santaella Braga, por seu inspirador brilhantismo intelectual, pelas generosas demonstrações de respeito e compreensão compartilhadas ao longo dessa jornada e, principalmente, pela liberdade investigativa decorrente do voto de confiança depositado em minha pesquisa. À Márcia, pelo amor e pelo companheirismo sempre incondicionalmente oferecidos a cada um de meus passos, incentivando-me com o calor de seu afeto e com a luz clara de sua mente. A todos os professores do programa de estudos pós-graduados em Tecnologias da Inteligência e Design Digital da PUC-SP, em especial ao Prof. Dr. Winfried Nöth, ao Prof. Dr. Sergio Basbaum, ao Prof. Dr. Marcus Bastos e ao Prof. Dr. Nelson Brissac Peixoto, pelas importantes contribuições em meu trajeto de pesquisa, ampliando meus horizontes e apresentando novos caminhos possíveis de investigação. À Prof a. Dra. Ana Maria Haddad Batista e ao Prof. Dr. Gustavo Rick Amaral, pelos gentis e significativos comentários e sugestões oferecidos em minha Qualificação. Esta pesquisa teve o suporte da CAPES / PROSUC – Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Programa de Suporte à Pós-Graduação de Instituições Comunitárias de Ensino Superior – mediante concessão de bolsa de Mestrado modalidade II, objeto do processo nº 88887.149845/2017-00, o que permitiu a realização do curso de Mestrado e a conclusão da Dissertação, que consolida a pesquisa realizada durante o curso. 7 8 RESUMO Nossa pesquisa se enquadra em um segmento do ramo de estudos de Inteligência Artificial, mais especificamente o das IAs Fracas, investigando o modo como são utilizadas no desenvolvimento de games – jogos que operam em uma plataforma de tecnologia eletrônica. Focalizamos a investigação em um sistema de simulação restrita de comportamento humano nomeado comercialmente como Drivatar, uma entidade virtual controlada pelo sistema que opera com base em aprendizagem de máquina, desenvolvida em parceria pelas empresas Turn10 Studios e Microsoft para atuar como simulações de pilotos humanos nos games do gênero de corrida de carros da franquia Forza Motorsport . Nosso objetivo é a identificação dos principais elementos de IA, bem como das estratégias utilizadas em sua aplicação, que habilitam esses agentes inteligentes a causar nos jogadores humanos a ilusão de que os Drivatars são os próprios indivíduos que estão simulando. PALAVRAS-CHAVE : inteligência artificial, games, aprendizagem de máquina, simulação comportamental, computação afetiva 9 10 ABSTRACT Our investigation fits into a branch of Artificial Intelligence research, namely the Weak AIs subset, aiming to figure out the way that these AIs are applied in videogames development – we call it just “games”, referring to all games that run on any form of electronics platform. Our focus bears on a strict human-behavior simulation system that goes on the market by the name of Drivatar, a system-controlled virtual-entity whose operation is based on machine- learning technology. They were developed by Microsoft and Turn10 Studios to perform as “simulated human” pilots in their Forza Motorsport automotive-racing franchise games. Our goal is to identify the main AI elements and their application strategies that enable them to create the illusion of humanity, making the players believe that they are their human counterparts instead of simulations. KEYWORDS : artificial intelligence, games, machine learning, behavioral simulation, affective computing 11 12 SUMÁRIO AGRADECIMENTOS ............................................................................................................. 7 RESUMO ................................................................................................................................... 9 PALAVRAS-CHAVE ............................................................................................................... 9 ABSTRACT ............................................................................................................................. 11 KEYWORDS ........................................................................................................................... 11 INTRODUÇÃO ....................................................................................................................... 15 CAPÍTULO 1 – Preparando a Pista para a Corrida ........................................................... 21 1.1 Definições ........................................................................................................................... 22 1.1.1 Game ................................................................................................................................ 22 1.1.2 Sistema ............................................................................................................................. 23 1.1.3 Inteligência ...................................................................................................................... 25 1.1.4 Inteligência Artificial ...................................................................................................... 26 1.1.5 Aprendizagem de máquina (machine learning) ............................................................ 32 1.1.6 Algoritmo ......................................................................................................................... 33 1.1.7 Interatividade .................................................................................................................. 34 CAPÍTULO 2 – Começando o Game .................................................................................... 37 2.1 Desenvolvimento de Games .............................................................................................. 37 2.1.1 Respeitando a memória analógica ................................................................................ 37 2.1.1.1 Computadores Analógicos ......................................................................................... 39 2.1.2 Respeitando a Memória Digital .................................................................................... 40 2.1.2.1 A odisseia da Magnavox ............................................................................................. 41 13 2.1.2.2 O movimento decisivo da Atari ................................................................................. 43 2.1.2.3 A cartada da Nintendo ............................................................................................... 47 2.1.2.4 O sucesso espinhoso da SEGA ................................................................................... 51 2.1.2.5 A visão ousada da NEC .............................................................................................. 53 2.1.2.6 Avanços geracionais e diversificação ........................................................................ 53 2.1.2.7 Surge a dita “quinta geração” dos consoles de games ............................................. 56 2.1.2.8 A guerra das “três gigantes” e a sexta geração ........................................................ 57 2.1.2.9 A longeva “sétima geração”, os avatares e os raios azuis ....................................... 61 2.1.2.10 “Oitava geração”, ultra alta definição, tecnomutações intrageracionais ............ 65 2.2 Modelos e estruturas fundamentais ................................................................................ 70 2.2.1 Elementos de games em geral ....................................................................................... 70 2.2.2 Elementos básicos dos games de corrida ..................................................................... 75 2.3 Games e as entidades controladas pelo sistema ............................................................. 78 2.3.1 Diversos gêneros de games = diversos tipos de N.P.C.s .............................................. 78 2.4 Bots ..................................................................................................................................... 80 2.4.1 Bots demandam recursos adicionais ............................................................................ 81 2.4.2 Os bots e os games de corrida ....................................................................................... 82 CAPÍTULO 3 – IAs Fracas e Emoções Fortes ....................................................................
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