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Outline
Motivation
Video games a challenging area of AI Characters becoming more important in games Bully & Assassins Creed
Previous Research
Psychology
Emergence
A.K.A. Emergent Gameplay Stimulus-Response in components (no system-level algorithms) Typically used in simple behaviours
Emergent Gameplay
+ Interaction between those behaviours (Dynamics) => Complex system-level behaviour (Aesthetics)
Torch + Water => Torch extinguished Candle + Oil => Fire Fire + Barrel => Ashes
Emergent Gameplay
But, what does all this emergence stuff have to do with psychology or sociology?
Emergent Gameplay concepts can be used to create more believable characters Using non-concrete components:
Instead of candles, oil, and guards as components, we use psychosocial objects and concepts
Problem Statement
A framework for emergent psychosocial behaviour in NPCs Flexible Real-time interactive performance Handles undefined circumstances Supports designer
High-level Design
Elements of a social psychology Mechanics of an emergent psychosocial system Defining NPC responses
Situation
Internal State
Personality
Personality Traits
Emotions
Emotional Range
Values, worldview
Social Information
Summary
Next:
Stimulus-Responses
We must define how each object reacts to GENERAL stimuli in the environment
But
An abstraction:
Psychosocial actors:
Anything that creates a psychological or social stimulus i.e. people, emotional events, possessions Emotional stimuli, social stimuli i.e. joy, fear, hostile environment, panic Anything that can react Namely NPCs
Psychosocial stimuli:
Psychosocial reactors:
Stimulus type (i.e. joy, panic) Magnitude Propagation method (by contact, by range,)
High-level Design
Summary
Elements of a social psychology Mechanics of an emergent social psychology Defining NPC Responses Software design
Next:
Software Design
NPC Architecture
NPC Architecture
Prototype
A simple proof-of-concept prototype was implemented Hard-coded, not data-driven Dynamic emotional range:
Static personality:
Prototype
Scenarios
One hostile, everyone else happy One happy, everyone else unhappy Antagonistic groups
One angry/hostile individual (Brona) who hates everyone else Everyone else happy
Those with dominance matching Bronas responded with anger Those with dominance lower than Bronas responded with fear/sadness
One happy person who liked everyone, everyone else unhappy (angry, sad, disgusted, fearful) The happy persons joy spread through everyone eventually resulting in a steadystate utopia
One happy,
Joy was set up to spread Nobody strongly disliked anybody else, so a steady-state utopia was reached
The one negative social tie present is too weak to cause a behavioural effect
Antagonistic groups
Antagonistic groups
Something Interesting:
i.e. Hermione felt disgust in response to Goyle sending snub Goyle would send snub only when not angry Goyle would send attack if angry Hermione felt anger in response to attack
Scenarios - Conclusion
Overall realistic and emergent behaviour Some tweaking may be required to get desirable responses Should be careful of steady-states:
Be careful of positive feedback (i.e. joy in response to joy) Put in a mixture of people who like and dislike each other
Contributions
Emergent psychosocial behaviour/interactions A variety of social concepts are supported by the framework Resource usage results encouraging Handles undefined circumstances without designer intervention Supports designer-defined traits Supports player-authored experience
Future Work
Social roles, group memberships, social influences, peer pressure, values, individual worldviews
Dynamic social ties Implement data-driven traits Integration with fully-functional game
Any questions?