Krafton has started developing "Physical AI"

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Lee Kang-wook, head of Krafton's deep learning division, is making a interview with Maeil Business Newspaper on the artificial intelligence (AI) roadmap. Krafton

Lee Kang-wook, head of Krafton's deep learning division, is making a interview with Maeil Business Newspaper on the artificial intelligence (AI) roadmap. Krafton

Krafton, who created the global hit game PUBG: Battleground (Bag), has started developing "Physical AI" that moves real robots by utilizing its artificial intelligence (AI) character development capabilities. Apart from the recently announced collaboration with OpenAI, it also released a blueprint to develop Krafton's own large-scale language model (LLM).

Lee Kang-wook, head of Krafton's deep learning division, who oversees the company's AI technology development, recently met with Maeil Business Newspaper and said, "If Krafton's Co-Playable Character (CPC) technology is applied to robots, it can serve as a brain. We are trying to go beyond simple R&D and take it to an important business axis of the company in the future."

To this end, Krafton recently established a physical AI team within its deep learning headquarters and recruited experts in the robot field.

CPC is an AI character created by Krafton through collaboration with Nvidia. CPC responds flexibly by talking to users in real time and grasping the situation, unlike existing NPCs (Non-Playable Characters) that can only take set lines and actions. CPC is receiving good responses as it is loaded under the name "Smart Joy" in the new game "Injoi" released in March.

Director Lee explains that if CPC, an AI character with such conversation skills as well as experience and spatial perception in a virtual space, is combined with the recently advanced robot manufacturing technology, there is sufficient possibility.

"The biggest difference between CPC and ChatGPT is that they recognize that they have a body," he said. "We have started research to solve the problems that arise when applying CPC technology to real life with the aim of using it offline beyond online."

Already, Nvidia has started talks with Krafton as a partner in humanoid robots. In fact, in April, Krafton CEO Kim Chang-han met with Nvidia CEO Jensen Hwang at Nvidia's headquarters to strengthen cooperation on robotics, including humanoid robots using Embodyed AI.

It also presented a mid- to long-term goal of developing LLM that represents Korea. "I think it is a national mission to create LLM (in its own) regardless of corporate interests," Director Lee said. "We plan to permanently lead LLM development in terms of building an AI ecosystem in Korea and training human resources."

To this end, Krafton plans to challenge the "World Best LLM" contest, a national super-large AI model development project currently promoted by the government.

"In the past, I thought it was too reckless for domestic companies to make LLM in terms of funds and manpower, but the situation has changed as the government has made large-scale investments since this year," Director Lee said. "We are strategically considering participating in the public offering as we have continued prior research and have accumulated internal experience."

Krafton has revealed its presence as a Korean game company in the global market for Bagro, and the company explains that it will find ways to contribute nationally through LLM development.

AI technology in the game will also be advanced. Director Lee said, "We are planning to install a CPC on the Battleground that can not only have real-time voice conversations with users but also play together. We also plan to introduce additional LLM-based characters for customers who want better performance CPC."

Meanwhile, as Krafton strengthened its AI business, the company's deep learning headquarters, which had only about 20 employees at the time of its launch in 2022, has now increased fivefold to 103. The goal is to continue the expansion this year and add a total of 120 people.

[Reporter Kim Tae Sung]

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