Proposal: Towards Emergent Gameplay: A Framework for Realistic Psychosocial Behaviour in NPCs
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Transcript of Proposal: Towards Emergent Gameplay: A Framework for Realistic Psychosocial Behaviour in NPCs
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7/28/2019 Proposal: Towards Emergent Gameplay: A Framework for Realistic Psychosocial Behaviour in NPCs
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Towards Emergent Gameplay: AFramework for Realistic
Psychosocial Behaviour in NPCs
Proposal by Christine Bailey
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Outline Game AI in general
Believable characters in games
Mental states
Reputation systems
Social awareness
Emergent Gameplay Proposal
Future work
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Artificial Intelligence in Games A different purpose than traditional
Support immersion
Entertainment
AI in games is realtime
Restricts accuracy/complexity
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AI in Games Not intelligent
Agent design
Behaviour modelling
Context-driven expertise
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Believable Characters/NPCs Usually:
FSMs for state of mind
Scripting for behaviour
Whats the big problem with this?
Need to define EVERY possible situation
Time, money,
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Character Believability What kinds of things contribute?
Autonomy, Interaction, Presence
Emotion
Personality
Self-motivation
Illusion of life Change
Social relationships
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Character Believability Mental States
Emotion
Personality
Reputation Systems
Social systems
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Mental States Simple
Patrolling -> See enemy -> Fight until death
More complex
I.e. emotions
Having memory of past events
Forgetting
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Emotion Affective computing!
Identify
Process
SYTHESIZE
Many many different models possible
The sum of past events
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Personality Pattern of behaviours/interactions
Agreeableness and Dominance
Chris Crawfords model
Intrinsic variables (i.e. integrity, intelligence)
Mood variables (i.e. anger, revulsion, joy)
Volatility Relationship variables
Accordance
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Sociology stuff Roles (i.e. minion, arch enemy, sidekick)
Cultures (and subcultures)
Worldview
Goals
Norms (guides for behaviour in situations) Values (personal moral systems)
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Booorrrrrinnnngggg - Who cares
about this stuff anyway? Designers
Supports suspension of disbelief
Realism
Drama
Bully &Assassins Creed
Characters are becoming more important
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Reputation SystemsThe
Simple (?) Stuff i.e.Fable, Thief: Deadly Shadows, Ultima
Online
NPC opinions of player
Immediate and global
No individual opinions (groups) No opinions about other NPCs
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Reputation Systems Sounds pretty straight forward
Brockington (2003): take much more time
and effort than expected
Space requirements
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What about true social systems? Socially Intelligent Agents
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Socially Intelligent Agents Alright! Theres a whole field of this stuff!
Right??
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Socially Intelligent Agents Despite the name, SIAs typically DO NOT
exhibit realistic social behaviour
Multiagent problem solving
Reduce resource usage, increase efficiency
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Will the Real SIAs please stand
up? Some interesting research in this area:
Remembered interaction histories
Change of attitude/familiarity assessment
Opinion flow
High level architecture for social agents
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Something else interesting Emergence (with a capital E)
A.K.A. Emergent Gameplay
Stimulus-Response in components (no
system-level algorithms)
Typically used in simple behaviours
More later
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Okay, enough background My proposal
Framework for realistic psychosocial
behaviour using Emergence
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Solutions Previously on Realistic NPC Behaviours:
Filters
Graph querying
State machines
Yeah, but
My idea: Why not try using that Emergent Gameplay
stuff?
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And that was? Emergent Gameplay:
Simple component-level behaviours
(Mechanics)
+
Interaction between those behaviours
(Dynamics) =>
Complex system-level behaviour (Aesthetics)
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Emergent Gameplay A bottom-up view of the game world
Every object is ONLY concerned with its
own needs/reactions
Every object is selfish
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A real world exampleGlobal
warming Global warming -> ice caps melt -> ocean
currents shift -> less warm air in England -
> colder England
This is a surprising result (system-level
behaviour)
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More examples Flocking algorithms
Board games
Chess: 24 rules
Video games
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Emergent Gameplay in video
games SimCity, The Sims, Spore,Deus Ex, Thief:
Deadly Shadows
Problem: developers dont reveal their
secrets
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I love you Ion Storm Developers dont reveal their secrets
Except: Ion Storm talked
Deus Ex and Thief: Deadly Shadows
Stimulus System
Not rule-based, not scripted
Stimulus responses at component level
Fire, oil, guards, poisonous gas barrels,
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Previous Emergent Gameplay Simple concrete components
Bullet + Barrel => Poison gas leak
Candle + Oil => Fire
Fire + Guard => Corpse
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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?
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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
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Summary General game AI
Believable NPCs
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
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The End Questions?