Slide 1: A Game Developer’s Wish List for Researchers
Chris Hecker
http://chrishecker.com
Slide 2: Disclaimer This talk assumes you care about being relevant to games.
Also, I sometimes curse...a lot.
Slide 3: ames & Research Through The Age In days of yore, we were passive consumers of (usually old) research. These days, there is active feedback between the two disciplines.
Slide 4: How to do a talk on research?
Slide 5: Know Your Audience What is our highest technology priority?
Slide 6: Know Your Audience performance?
Slide 7: Game Technology Priorities 1. robustness 2. simplicity 3. performance
Technology is a means, not an end.
Slide 8: Interactivity prioritizes robustness!
Robustness
edge cases? parameters simply connected? failure modes? downsides? negative results?
Slide 9: Robustness
Slide 10: Simplicity
game me
We are always about to fail!
you
Slide 11: Simplicity
“...even crudeness, if two sticks and a rock will do it, great!”
explainable to artists few parameters dependencies art code directable preprocessing markup intuitive pipeline order output integration compatibility
Slide 12: Performance
the constant matters ms, not fps! real comparisons
algorithms implementations inputs scenes working sets
worst case not just vs. embarrassingly average case? parallel
Slide 13: Real Data
Slide 14: Real Data
Slide 15: Real Data
Slide 16: 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
Slide 17: Avoid solutions looking for problems. Talk to game developers.
What to research?
Graphics – must integrate well. AI – is game design. Animation – interactivity is king. Perceptual Models and Metrics – what is important?
Slide 18: Miscellaneous Stuff
Patents – 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.
Slide 19: Thank you.
chrishecker.com