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Nintendo, AILive Team For Wii Remote AI Tool

Nintendo and tools company AiLive have teamed up to produce LiveMove, a "groundbreaking Artificial Intelligence product" available to Nintendo Wii developers that enables the Wii remote to learn. [UPDATE: LiveMove tutorial hands-on video, including

Simon Carless, Blogger

October 12, 2006

3 Min Read

Nintendo and tools company AiLive have teamed up to produce LiveMove, a "groundbreaking Artificial Intelligence product" available to Nintendo Wii developers that enables the Wii remote to learn. [UPDATE: Nintendo and AiLive has given Gamasutra a copy of a tutorial video for AiLive LiveMove, which we are hosting for all interested parties to watch - it shows how the software works practically, and includes example gameplay from a test Wii game.] The companies explain: "Instead of complicated programming, developers need only take a few minutes to train the Wii Remote by examples. LiveMove lets developers focus directly on creative work without the burden of onerous coding requirements, helping them quickly unleash the potential of Wii." Further information is available at the official LiveMove website, which explains that the tool lets designers create a LiveMove move relevant to their game "in minutes" just by performing motions, and this motion can then easily be integrated into games. The tool can recognize up to 40 different motions on 8 Wii remotes or nunchuks simultaneously using less than 5% of the Wii CPU, and total memory usage is typically below 700K. This means that creators can use LiveMove to recognize any motion for their Wii title, including complicated curves and nuances. An example is given of putative game 'Zombie Cowboy', and it's explained: "Jane Programmer and Joe Producer are working together on Zombie Cowboys of Doom. Players need to draw their gun, whip their horse, lasso calves, pull back and snap the reins, throw their knife, and a few other cowboy-like moves. Joe wants to experiment with lots of different ideas for these motions, but he doesn't want to monopolize Jane's every last waking hour to program all his experiments." What's more: "Jane sets up LiveMove in an afternoon and then tells Joe to do whatever he wants for the 12 different motions in the game. Telling LiveMove what Joe wants is easy; Joe simply performs the motions using the Wii controller. In twenty minutes, Joe has the first draft of all the different motions working in-game." Genyo Takeda, Senior Managing Director/General Manager of Integrated Research & Development Division, Nintendo Co., Ltd, commented of the announcement: "In early 2006, I challenged Dr. Wei Yen and his AI scientists to develop AIware for the Wii Remote. When Nintendo’s development teams saw LiveMove, we instantly recognized how it would greatly increase our ability to explore and experiment with new concepts and make our lives easier." He continued: "This revolutionary tool liberates the imaginations of game creators. We are more than happy to share this collaborative LiveMove tool with independent Wii software developers all over the world. From a cowboy’s lasso to a samurai’s sword or a chef’s cooking utensils, we just can’t wait to play the developers’ new, ‘unexpected’ applications." More information on the tool is available at the tool's official website, and Gamasutra will have further details on this uniquely helpful Wii development enabler in the near future.

About the Author(s)

Simon Carless


Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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