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?