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Euphoria: Why is everyone but Rockstar ignoring this amazing technology?

CamHostage

Member

I wonder if any of the licensing difficulty of this technology stems from the original LucasArts deal, which promised early access (which unfortunately coincided with the meltdown of the company, despite the highest-selling LucasArts title in history.) There could be remnants from that deal that make it hard to negotiate despite LucasArts apparently not acting on that partnership.

It is a small company, they might not be ready to deal with support despite their aspirations, but they SHOULD have their act together by now after successful integration in Force Unleashed and GTA4, that's not a success story that you fail to capitalize on.
 
I wonder if any of the licensing difficulty of this technology stems from the original LucasArts deal, which promised early access (which unfortunately coincided with the meltdown of the company, despite the highest-selling LucasArts title in history.) There could be remnants from that deal that make it hard to negotiate despite LucasArts apparently not acting on that partnership.

It is a small company, they might not be ready to deal with support despite their aspirations, but they SHOULD have their act together by now after successful integration in Force Unleashed and GTA4, that's not a success story that you fail to capitalize on.

This article (http://aigamedev.com/open/editorial/naturalmotion-euphoria/) explains in detail why Euphoria isn't middleware. I actually posted most of the article of the first page of this thread.



All in all, the GA(Genetic Algorithms) / NN (Neural Network) combination is the most controversial aspect of this solution. They have a (deserved) reputation for being hard to tweak and not so easy to work with in practice. Particularly in the case of realistic motion, you have to put in so much effort to capture subtle nuances in a fitness function that it’d be faster to build the controller directly or basing it on examples.

As a side note, the fickle nature of the evolutionary approach is the primary reason why euphoria isn’t middleware; the team at NaturalMotion helps you integrate it. Most often, you have to request behaviors and they produce them for you. It takes a lot of experience to be able to capture requirements and express them as a fitness function that produces the desired results in a way that looks realistic.

For reference:
Neural networks (NN): controllers to determine which forces to apply to skeletons.
Genetic algorithms (GA): picks the fittest controllers over multiple generations and trials.
 
Bioshock Infinite uses Euphoria.

No, it uses Morpheme. It's not the same. Euphoria is procedural/AI physics driven animation. Morpheme is more controlled animation with advanced blending.
http://www.naturalmotion.com/morpheme
http://www.naturalmotion.com/euphoria

http://www.neogaf.com/forum/showthread.php?t=411946
And because smooth and complex animation is the key to looking intelligent, we got down to business building a new animation system on top of Natural Motion's 'Morpheme' technology
 
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