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A Game Developer’s Wish List
for Researche
rsChris Heckerhttp://chrishecker.com
This talk assumes you care
about being relevant to
games.
Disclaimer
Also, I sometimes curse...a lot.
Games & Research Through The Ages
In days of yore, we were
passive consumers of (usually old)
research.These days,
there is active feedback
between the two
disciplines.
How to do a talk on research?
What is our
highest technology
priority?
Know Your Audience
performance?
Know Your Audience
1. robustness2. simplicity3. performance
Game Technology Priorities
Technology is a means, not an end.
Robustness
edge cases?failure modes?
parameters
simply connecte
d?
downsides?
negative results?
Interactivity prioritizes robustness!
Robustness
Simplicity
me
game
you
We are always about to fail!
Simplicity“...even crudeness, if two sticks and a rock
will do it, great!”
few parametersintuiti
ve outpu
t
pipeline
integration
explainable to artistsdepend
enciescode
preprocessing
markuporder
compatibility
art directable
Performancethe
constant
mattersms,
not fps!
real compariso
nsalgorithms
implementations
inputsscenes
working sets
not just embarrassingly parallel
worst casevs.
average case?
Real Data
Real Data
Real Data
Source Code: Yes!
source code is more rigorous
the cost to verify a paper actually works is prohibitively high
small fraction of papers are relevant;
small fraction of those work as advertised
What to research?Avoid solutions looking for problems.
Talk to game developers.
Graphics – must integrate well.AI – is game design.
Animation – interactivity is king.Perceptual Models
and Metrics – what is important?
Miscellaneous StuffPatents – don’t!
Patents – if you must be a douche, disclose your
douchiness in the abstract.Put your paper online, not
behind paywalls.Publish negative results.Answer emails.
Play games.
Thank you.
chrishecker.com