Human-like AI for VR

Characters that move like people, because they're built from people.

Our AI opponents are learned from real play. They move and make mistakes the way people do, and every new player we learn from adds another style and skill level to play against.

The data engine

Every match makes the next opponent better.

  1. 01

    Play

    People play against our AI, the way they'd play anyone.

  2. 02

    Capture

    Every match becomes data on how people actually move and where they go wrong.

  3. 03

    Learn

    The AI learns from all of it, from first-timers to club players.

  4. 04

    Deploy

    Opponents with new styles and skill levels go out to players, and playing them starts the loop again.

Play Capture Learn Deploy Data engine every match makesthe next opponent better

Why it matters

What real play fixes in VR.

A real rally in Loopspin, from the player's eyes. The opponent is our AI.

Scripted characters are VR's uncanny valley.

In VR your opponent stands across the table from you, life-size. Hand-made animation that passes on a flat screen falls apart at that distance. The same swing comes back every time, and nobody shifts their weight before a forehand. Players notice within a few rallies, even if they can't say what's wrong.

Our opponents come from real play, so they move like the people they were learned from, mistakes included. A new player to learn from means a new style to play against.

VR can teach real-life skills, if the AI reacts like real life.

A headset can train footwork and timing the way a coach would. But you learn whatever the game rewards. If the opponent follows a script, you get good at beating the script. If it reacts the way a real player would, the practice carries over off the headset.

Virtual sport is also a cheap way to stay active, since you don't need to book a court or find a partner. A club player can fit in several sessions at home for every evening at the club, which closes their own training loop a lot faster.

VR multiplayer has a cold start problem.

The VR player base is still small. Most multiplayer games never have enough people online at once to fill a lobby, players who can't find a match stop coming back, and the next lobby is emptier still.

An opponent learned from real play doesn't need anyone else online. It's there at eleven on a Tuesday night, at your level, and it plays like a person, so the game feels busy from day one.

Loopspin has online play as well, and its AI opponents are rated on the same scale as people. When few people are online, there's still someone at your level in the lobby.

Beyond table tennis

Any VR activity where timing and body contact matter.

  • Racket sports
  • Sparring and melee
  • Coaching and drills
  • Training simulations

The same data engine works wherever people move: every session feeds the loop.

Our first title

Table tennis in VR against opponents built from real rallies, with online play. It's made for players who want their practice to count. The playtest is open.

Talk to us

Publishers, partners, federations, researchers and people who want to build this with us.

[email protected]