Thursday, April 2, 2015

Adding Greater Realism to Virtual Worlds

A startup is borrowing techniques used in high-frequency trading to enable more realistic simulated worlds.

screenshot from Worlds Adrift

Concept art for the computer game Worlds Adrift, which is being developed using Improbable’s technology.

What new possibilities might open up in video game design—and beyond—when an unlimited number of people can inhabit a truly realistic virtual world simultaneously? This is just one of several questions that Improbable, a company that’s developing a new environment for building virtual worlds of unprecedented scale and complexity, hopes to answer.

The technology could also be used to create real-world simulations that reveal, for instance, the effect that closing a major railway station would have during a disease epidemic, or how a radical change in a government’s housing policy might affect a country’s infrastructure.

Improbable has developed techniques that make it possible to share large amounts of information between multiple servers nearly instantaneously. This will allow many more players to experience a virtual world together than is currently possible. It will also allow more realistic physical interactions to take place within those worlds. Currently, in even the most elaborate virtual worlds, some characters and objects cannot interact due to the computational power this would require.

Virtual worlds will, according to Improbable’s CEO and cofounder, Herman Narula, no longer feel like they’re built of “cardboard.” Moreover, using Improbable’s technology, objects and entities will be able to remain in the virtual world persistently, even when there are no human players around (currently, most virtual worlds essentially freeze when unoccupied). And actions taken in one corner of a game could have implications later or in another place.

Virtual worlds are already often expansive. The procedurally generated new game No Man’s Sky, for example, presents a virtual galaxy that is too large for any human to fully explore within his or her lifetime (see “No Man’s Sky: A Vast Game Created by Algorithms”). But even if we are awed by the sprawl of their geography, the complexity of such worlds is lacking due to hardware and software limitations.

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