Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke.

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Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke

Transcript of Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke.

Page 1: Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke.

Emotional Models in Games

Max DouglasChris ZhuTania Tam

Luke

Page 2: Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke.

Background Our topic is emotional modelling in AI … GAMES

Need a game with some kind of behaviour being modelled, or commands being given to an agent that may have emotions. E.g. RTS (dune, warcraft)

soldier ignoring order FPS (got panicky)

FPS (quake, enemy territories) panic & fear effecting the players avatar the enemy loosing moral

Take a game and overlay emotions in the decision making process

Page 3: Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke.

Learning Outcomes Game Technology

rendering, write our OWN 3D code: openGL (sound if time…) animation sequences (not covered in 372) physics modelling AI (behavioural modelling, path finding at least)

Execution Framework commonly write command line apps that run until and answer is

derived or something in the win32 environment with a message queue (&

winMain) for games, it is more common to have a much more restrictive

execution model. All logic has to run between frame rendering code, WITHOUT taking “too long”. Ie. have to consider execution time constraints. Includes: physics model, behavioural models, AI, etc.

same constraints apply to MMORPG servers wanting to allow many players/entities in a single “location”.

Page 4: Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke.

Our Requirements Low art content (vary labour intensive)

very labour intensive we lack personal skills/experience in this area

Simple model something easy to render and animate ideally easy to do collision detection if we can

work physics into the game

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Village Sim Village ideas

a population of people engaged in daily activities. Collecting resources: hunting, farming, fishing, mining, lumbering, etc.

simple world simulation where the population are modelled at physical location level. Ie. the place they need to hunt has a location and they move there to do hunting.

ideally the village grows naturally, with new population members taking unclaimed land. Paths could push through the terrain…

A simulation. Like sim city, as the SIMs but we don’t have time to generate story.

This technology could be the “background” simulation of the local population for a RPG. Currently there are some simple background simulations adding colour and vibrance to the gaming experience such as: weather patterns Economic

We are putting together a village with people doing “real” things adding in emotions!!!!!!!

Page 6: Emotional Models in Games Max Douglas Chris Zhu Tania Tam Luke.

Village Sim (Con’t) Outcomes Reached

going to use robots and simple terrain village full of people with daily activities

add emotions into game players – changing the emotion parameters/setup of population can take control of individuals if we have time

learning goals attained: AI: path finding, behavioural modelling Rendering: simple 3D engine development. If time we can

animate particular actions (animation sequences) emotions…

learning goals unlikely to be included: physics modelling

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Summary