We mixed and matched social gaming components we saw work for mobile games with Quick, Draw!’s doodling experience to create a full game. For the underlying AI tech, we started with an open-sourced dataset. We had to build an AI layer that was accurate enough to guess the user’s doodlings, but also instantly responsive to not compromise the game experience.
We wanted to design a game that was easily played by any kind of user. They would start with simple levels and move up towards more complex doodling challenges. All the while, the app tracked their performance in a tournament-style point system, so the user could check their position in the leaderboard and see how they’re compared to players all-over the world.
Instead of the Recurrent Neural Network the ‘Quick, Draw!’ team used, we switched to an on-device Convolutional Neural Network model which is 400kB in size. It does inference in between 14-24ms, depending on the type of device, and works in real time on iPhone 6 or newer generation smartphones. Moreso, the build supports an unlimited number of people playing at the same time, with little need to scale the backend of the app.
LEVENTE SZABO – HALCYON MOBILE CO-FOUNDER, HALCYON LABS LEAD
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