Академический Документы
Профессиональный Документы
Культура Документы
Outline
AI in games is realtime
AI in Games
Believable Characters/NPCs
Usually:
FSMs for state of mind Scripting for behaviour Need to define EVERY possible situation Time, money,
Character Believability
Autonomy, Interaction, Presence Emotion Personality Self-motivation Illusion of life Change Social relationships
Character Believability
Mental States
Simple
More complex
Emotion
Affective computing!
Personality
Intrinsic variables (i.e. integrity, intelligence) Mood variables (i.e. anger, revulsion, joy) Volatility Relationship variables Accordance
Sociology stuff
Roles (i.e. minion, arch enemy, sidekick) Cultures (and subcultures) Worldview Goals Norms (guides for behaviour in situations) Values (personal moral systems)
Designers
Supports suspension of disbelief Realism Drama Characters are becoming more important
i.e. Fable, Thief: Deadly Shadows, Ultima Online NPC opinions of player Immediate and global No individual opinions (groups) No opinions about other NPCs
Reputation Systems
Sounds pretty straight forward Brockington (2003): take much more time and effort than expected Space requirements
Despite the name, SIAs typically DO NOT exhibit realistic social behaviour Multiagent problem solving
Remembered interaction histories Change of attitude/familiarity assessment Opinion flow High level architecture for social agents
A.K.A. Emergent Gameplay Stimulus-Response in components (no system-level algorithms) Typically used in simple behaviours More later
My proposal
Solutions
Emergent Gameplay:
Simple component-level behaviours (Mechanics) + Interaction between those behaviours (Dynamics) => Complex system-level behaviour (Aesthetics)
Emergent Gameplay
A bottom-up view of the game world Every object is ONLY concerned with its own needs/reactions Every object is selfish
Global warming -> ice caps melt -> ocean currents shift -> less warm air in England > colder England
This is a surprising result (system-level behaviour)
More examples
Chess: 24 rules
Video games
SimCity, The Sims, Spore, Deus Ex, Thief: Deadly Shadows Problem: developers dont reveal their secrets
Deus Ex and Thief: Deadly Shadows Stimulus System Not rule-based, not scripted Stimulus responses at component level Fire, oil, guards, poisonous gas barrels,
Bullet + Barrel => Poison gas leak Candle + Oil => Fire Fire + Guard => Corpse
Soooo.
Can Emergent Gameplay concepts be used to create more believable characters? Non-concrete components?
Instead of candles, oil, and guards as components, can we use psychosocial concepts? i.e. personality traits and emotions as components?
Future work
Further research into Emergent Gameplay Refine requirements of a unified psychosocial framework Design of unified psychosocial framework using Emergent Gameplay concepts Simple implementation Assessment
Summary
Mental states Emotion Personality Social sci. concepts Reputation systems & SIAs
Emergent Gameplay and how it could be used to develop a unified psychosocial framework Future work
The End
Questions?