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LiveMove 2
Director’s Cut
TM
AiLive
www.AiLive.net
Machine Learning for Games
On the path to creativity. . .
All rights reserved. No part of this manual may be reproduced or transmitted in any form or by any means
without the written consent of AiLive Inc.
AiLive, LiveMove, LiveMove Pro, LiveMove 2 and LiveCombat are either registered trademarks or
trademarks of AiLive Inc. in the United States and/or other countries. Other product and company names
mentioned herein may be the trademarks of their respective owners.
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Contents
1 What is LiveMove 2? 6
1.1 Core capabilities: Recognition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.2 Major new features: Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.3 Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3 LiveMove Licensing 10
4 Conclusion 11
6 1 WHAT IS LIVEMOVE 2?
1 What is LiveMove 2?
AiLive is proud to announce LiveMove 2: Motion Recognition and Tracking for Games, our most advanced
motion processing product yet. LiveMove 2 provides full recognition and tracking support for Nintendo’s new
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MotionPlus accessory, and continues to provide superb motion recognition for the original Wii Remote.
Motion tracking together with motion recognition offers many exciting new possibilities for revolutionary
motion control. Recognition tells you what the player is doing, while tracking tells you how the player is
doing it. With LiveMove 2, the developer has both the semantics and the syntax of every move while it is in
progress. Such complete information about motions makes it practical, not just possible, for developers to
create an entirely new level of natural, responsive and immersive motion control experiences for games.
Please see www.ailive.net/lm2.html for information on the free evaluation version, movies, and other infor-
mation on LiveMove 2.
• LiveMove-enabled games can recognize nearly any motion performed with a 3D motion sensing device.
LiveMove Pro is the Gold Standard for motion recognition with the Wii Remote. On the same 3D device,
LiveMove 2 has identical motion recognition capabilities as LiveMove Pro, but with significantly improved
memory performance. AiLive is currently offering both products to the developer community.
Accurate recognition, or “classification” is available within just a few frames. Recognition is so responsive
that the game will often know what you are doing as soon as you start moving!
LiveMove products do not need to be told when a player’s motion starts and ends. Instead, LiveMove can tell
that to the game. So with a LiveMove-enabled game, the player can simply pick up the Wii Remote and start
moving without the need to press buttons.
There are many other motion recognition features for LiveMove Pro. If motion recognition on a 3D device is
all you need for your games for the forseeable future, please see http://www.ailive.net/liveMovePro.html for
more information about the product and a free evaluation version.
The first clip of the LiveMove 2 movie shows some simple tracking. The controller in the
‘game’ is moving in exactly the same way as it is in the presenter’s hand. The following
swordplay clips give you an even better feeling for how responsive and fun motion
tracking at this level can be. For the first time players can experience “WYDIWYS”
(what you do is what you see), or one-to-one (1:1) feedback. When you get your first
chance to work with LiveMove 2 and the MotionPlus, you’ll be amazed by how good this
feels for short motions.
– Cross validation: Tools that provide realistic assessment of the recognition performance across
different players. Such tests are crucial for determining when to stop adding new training motions
to the recognizer and when to start fine-tuning it.
– Test motions: GUI support for collecting separate test motion sets on which the classifier can be
further tested and debugged.
– Pin-point debugging: Click on a test move or motion to get hints about why it is unrecognized
or mis-classified and what are the possible ways to fixing it.
– Views: Multiple views of the training or test motions for better understanding of the data.
LiveMove 2 gives you unprecedented control over recognition and tracking in your game. Use the complete
design flexibility for motion control to differentiate your games. Don’t just give your players whacks and
wiggles. The design space for free form motions in games is wide open, unexplored, and coveted by players.
1 This functionality will be part of the Q4’08 patch release.
8 2 GAME PRODUCTION WITH LIVEMOVE 2
1.3 Components
LiveMove 2 has four major components:
• libLM, a run-time library optimized for the Wii for motion recognition and tracking in real-time.
The libLM code interface is small and conceptually simple. To integrate libLM into your game
requires only a small amount of coding, at most 1 programmer for a day or so.
• lmMaker, a development-time application for the PC that builds classifiers from motion examples.
The lmMaker tool provides a GUI that lets anyone collect examples and build classifiers. No coding
skills are needed. For example, game designers can directly author moves.
• An extensive User Manual with introductory tutorial, some sample code, and some additional applica-
tions.
• AiLive support!
Writing code to robustly recognize a set of moves in-house could easily employ one or more developers
full-time over the duration of a project. Without LiveMove, evaluating new ideas can take weeks,
assuming you can get over the fear of changing any of that magic code. One of the many developers
who’ve tried LiveMove tells it best:
”The code we currently have is messy, full of magic numbers, ridiculously long, and VERY
hard to understand and modify. Changing even the slightest thing could break everything in
unexpected ways.”
The design cycle for exploring motion control is so much simpler and quicker with LiveMove, it is
revolutionary. Want to make an action game with dozens of special moves, or a sports game with tons
of victory celebrations? You can. Your designs can be as ambitious as you want. Unsure which moves
feel right together? Once you’ve collected examples, you can try out different subsets of moves with
LiveMove within minutes.
LiveMove tools even let you test your ideas before any coding for a game begins.
• Finishing
LiveMove products are not just fast prototyping tools. They are also complete motion design packages
that can take you all the way through to shipping a game. There are dozens of LiveMove-enabled games
that have shipped or are in the final stages of doing so. Our customers range from the largest publishers,
to the smallest of indie developers. Once you are ready to finalize your classifier for production, you
will find LiveMove makes it as easy as possible.
• Drift Sources
Gravity, centripetal force and the Corialis effect all affect the accelerations on the sensors that we
depend on to measure player motion. We need to remove the effect of these forces from the sensor data
before we can track and report the player’s movement.
The sensors themselves and their control circuitry limit the maximum magnitudes and the precision
with which all such forces can be reported. Measurements also vary slightly from 1 device to the next.
10 3 LIVEMOVE LICENSING
If there is even a 1% error in our estimate of the direction of gravity, it leads to a 9.8cm/s 2 error in
acceleration, which can translate to ∼ 40cm of error in position after just a few seconds. These errors
accumulate over time, and are the key reasons why your controller will appear to drift the longer it
moves without a reset.
• Drift Control
Drift errors can never be removed in software. However, there are many ways to control or compensate
for drift. LiveMove 2 employs all of these techniques:
– External beacons: Take advantage of external sources of data whenever you have them. LiveMove 2
uses DPD data when it is available to stabilize the currently reported tracking data.
– Gravity: LiveMove 2 looks for cases where it can get a stable gravity reading for a fraction of
a second in order to reset and remove ongoing drift. Motion design that includes natural pauses
plays very strongly into this capability. For example, tennis, ping pong, swordplay and many
other activities involve being in a ready stance, executing a short motion, and going back to a
ready stance.
– Short motions: Drift grows over time. The shorter your motions, the better your tracking.
– User and Application knowledge: LiveMove 2 uses knowledge about both how humans typically
make motions and general constraints on human physical capabilities in order to help extract the
real motion of the controller from the different sources of accumulated drift.
We can’t wait to see how you will use LiveMove 2 in your games!
3 LiveMove Licensing
AiLive is currently offering both products, LiveMove Pro and LiveMove 2, to the developement community.
So which one is right for you?
LiveMove 2’s licensing structure is similar to that of LiveMove Pro , but with a few additional options. See
AiLive’s website, or mail support@ailive.net for details.
LiveMove 2 and LiveMove Pro both give the licensed party the right to create LiveMove-enabled games for
five years. Which product to use comes down to whether or not you’ll want to take advantage of MotionPlus-
specific features at any point during those five years. Since LiveMove 2 does everything LiveMove Pro does,
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along with tracking and full MotionPlus support, if you may develop games for MotionPlus in your future,
you should choose LiveMove 2.
4 Conclusion
AiLive’s LiveMove brand of software products is the Gold Standard for developing motion controls on the
Wii . We make it possible to take advantage of all of the novelty of these devices, without risking the signifi-
cant technical and time-related hurdles.
It doesn’t matter if you’re a large studio or a small one. The limiting factor for motion control on the Wii is
now driven by the creativity of individuals. Anyone can begin exploring new motion controls in minutes.
Literally.
With LiveMove products, you’ll create motion recognizers at a pace that can run circles around the modern
game development cycle. With LiveMove 2, you can create motion controls for games that will knock the
socks off today’s players, while also knocking 6 months off the front end of your development cycle.