Transcript
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Complexity at the cost of control in game design?

Magnus Johansson Department of Computer and Systems Sciences Stockholm University, Sweden

[email protected]

Mirjam P. Eladhari Department of Game Design, Technology and Learning Gotland University GOTLAND, SWEDEN [email protected]

Harko Verhagen Department of Computer and Systems Sciences Stockholm University, Sweden

[email protected]

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Outline

•  Introduction •  Background (the Model Social Game Agent) •  Surveys

•  Interviews

•  Discussion/ Conclusion

6/27/13 Magnus Johansson, Department of Computer and Systems Sciences, Stockholm University, Sweden

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Introduction

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”Most current video games do not, in fact contain much real AI. The point of video games is to entertain, not to simulate intelligence in depth, so they usually contain just enough AI to make the player feel as if the software is reasonably smart”

[Adams, p. 18, 2010]

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“Simulating human beings is the most difficult and also the most important problem in game design”

[Adams, p. 18, 2010]

6/27/13 Magnus Johansson, Department of Computer and Systems Sciences, Stockholm University, Sweden

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Background

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Preliminary definitions

“Systemic Artificial Intelligence” = A system that dynamically adjusts the actions of the agent.

“Black Hole of AI”: “is always a black hole of AI, where you are programming an incredibly thoughtful, clever, brilliant AI behind the scenes. And the player still reads it as a scripted interaction” [Respondent 5]

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The Model Social Game Agent

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Carley and Newell

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Focus for interviews and surveys

•  Navigation/pathfinding •  Strategy/Tactical choices •  Behavior adapted to context

•  Decision making

•  Memory of previous interactions

•  Cooperation among NPCs •  Emotions

6/27/13 Magnus Johansson, Department of Computer and Systems Sciences, Stockholm University, Sweden

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Surveys

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Current NPC Intelligence

•  9 respondents stated both decision-making and cooperation between NPCs to be existing in current games, while 5 claimed decision-making missing.

•  5 respondents found memory existing in current games.

•  4 respondents found emotions to exist in current games.

•  10 respondents had implemented behavior adapted to context and 2 of them reported the implementation to be successful.

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What do you think these aspects could add? •  Immersion, believability, realism and a more

emergent game experience. •  “Richer realizations” of characters, due to less

static authoring associated with NPCs. •  Memory a focus for many respondents, based on

the assumption that memory could add much realism to interactions with NPCs.

•  More context aware NPC behavior.

6/27/13 Magnus Johansson, Department of Computer and Systems Sciences, Stockholm University, Sweden

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How could the MSGA affect the play-experience? •  Some respondents repeated their answers from

the previous question. •  Concerns raised about the “black hole of AI”,

that players simply do not recognize added complexity.

•  The behavior of dynamic NPCs not easily understood by players.

•  Increased interest through more complex experiences.

•  Added re-playability.

•  Cohesion between events in games.

6/27/13 Magnus Johansson, Department of Computer and Systems Sciences, Stockholm University, Sweden

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How could the MSGA affect game design? •  The Msga could open up new unexplored design

spaces. •  Alleviate some of the workload of game

designers. •  Potentially make game design much more

difficult. •  Would affect quest flow and story arch in ways

that need to be considered.

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Interviews

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Relations between AI and game design •  Game design and AI programming are both

highly specialized areas of expertise and game designers rarely have the ambition to also become skilled programmers.

•  Designers often have new ideas or invent new concepts that are difficult or impossible to implement.

•  Communication and knowledge between AI programmers and Designers are sometimes problematic for development teams.

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Current NPC Intelligence

•  Systemic modeling vs Scripting. •  Path-finding a problem that all current games

have solved in a satisfying way. •  Interaction with NPCs stated as one of the

problems. •  Scripting limits possible interaction with NPCs

but mostly not seen as a problem. •  Conversation/dialogue trees a main strategy for

interaction with NPCs, but limited since the same NPC will say the same phrase without contextual awareness.

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Existing strategies •  Emotional states (faceGen) •  Limited memory in terms of saved emotional

states. •  Scripted behavior.

•  Behavior trees.

•  Scripted dialogues/conversation.

•  Cooperation through faction systems (Oblivion) only modestly successful.

•  Systemic modeling of memory, cooperation and emotions in games rare.

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How could the MSGA contribute?

•  Add cooperative aspects to NPCs. •  Add a more durable memory for NPCs. •  Add emotions.

•  Emotions and memory central contributions that would be most beneficial for the interaction with NPCs.

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Drawbacks with the MSGA?

•  Only add a small marketable value. •  The “black hole of AI”. •  Would need obtrusive feedback to the user.

–  No difference to the player if the AI is scripted or systemic.

•  Loosing control over the interaction in games.

•  Possible threats to story structure. •  Testing/debugging becomes even more complex.

6/27/13 Magnus Johansson, Department of Computer and Systems Sciences, Stockholm University, Sweden

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Discussion/Conclusions

•  Emotions and memory the most important aspects of the MSGA

•  Systemic AI difficult to control

•  Social behavior/ Learning

•  Games are complex systems, they should not be chaotic systems.

•  Existing genres not dependent on “smart” AI

•  Consistency •  Limited scope of earlier attempts

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Discussion/Conclusions

•  The MSGA not a solution to all situations •  The combination of traits of the MSGA not

implemented •  New game genres probably needed

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Future work

•  Finish implementation of the MSGA. •  Evaluate players response of the MSGA. •  Find suitable game genres for the MSGA or even

create new ones. •  Identify what types of NPCs that would benefit

from being implemented as a MSGAs.

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Questions?

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References [1] Adams, E. Fundamentals of Game Design. Second Edition. New Riders. 2010

[2] Bartle, R. Designing virtual worlds. New Riders, 2003.

[3] Carley, K. M. and Newell, A. The nature of the social agent. Journal of

Mathematical Sociology, 19 (4): 221—262, 1994.

[4] Eladhari, M. P. (2010, September). Characterising Action Potential in Virtual Game

Worlds applied with the Mind Module. Retrieved from http://urn.kb.se/resolve?

urn=urn:nbn:se:hgo:diva-368.

[5] Janssen, M.A. and Jager, W. An integrated approach to simulating behavioural

processes: A case study of the lock-in of consumption patterns, Journal of Artificial

Societies and Social Simulation, 2 (2). 2000

[6] Johansson, M. Verhagen, H. Modelling the social fabric for normative NPCs in

MMOGs. The Society for the Study of Artificial Intelligence and the Simulation of

Behaviour (p. 79-84). 2010.

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[7] Johansson, M. Verhagen, H. Eladhari, P, M. Model of social believable NPCs for

teacher training.CGames USA, Kentucky. 2011

[8] Johansson, M. Verhagen, H.“WHERE IS MY MIND”- THE EVOLUTION OF NPCS IN

ONLINE WORLDS. International Conference on Agents and Artificial Intelligence.

Rome. 2011

[9] Pinchbeck, D. An analysis of Persistent Non-Player Characters in the First-Person

Gaming genre 1998-2007: a case for the fusion of mechanics and diegetics.

Eludamos. Journal for Game Culture. 2009; 3 (2), p. 261-279

[10] Rabin, S. AI Game Programming Wisdom. Charles River Media. 2002.

[11] Salen, K. Zimmerman, E. Rules of Play ‐ Game Design Fundamentals. MIT Press,

2004.

[12] Tupes, E. C. and Christal, R. E. (1992). Recurrent personality factors based on

trait ratings. Journal of Personality, 60(2):225-251.

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Games

Ubisoft Montreal. Assassins Creed (PC). Ubisoft. Eu-release date March 18th 2011.

Ion Storm Inc. Deus Ex (PC). Eidos Interactive, Eu-release date June 26th 2000.

3D Realms. Duke Nuke’em 3D (PC). GT Interactive. Eu-release date January 1996.

Mateas, M. Stern, A. Façade (PC). Release date July 2005

Rockstar North. Grand Theft Auto 4 (PC). Rockstar games. Eu-release date 3rd

December 2008

Quantic Dream. Heavy rain (PS3). Sony Computer Entertainment. Eu-release date

24th February 2010.

Team Bondi Rockstar Leeds. L.A Noir (PC). Rockstar Games. Eu-release date 11th

November 2011

Riot Games. League of Legends (PC). Riot games. Release date October 27th 2009.

Illusion Softworks. Mafia: City of lost heaven (PC). Gathering of Developers. Eu-

release date August 28th 2002.

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Maxis. The Sims (PC). Electronic Arts. Release date February 2000.

KCEJ. Metal gear Solid (PC). Microsoft game studios. Release date September 3rd

1998.

Bethesda Game Studios. Oblivion The elder scrolls (PC). 2K Games, Bethesda

Softworks. Eu-release date March 24th 2006.

Id Software. Quake (PC). Activision/ Valve Corporation (Steam). Release date June

22nd 1996.

Bethesda Game Studios. Skyrim (PC). Bethesda Softworks. Release date November

11th 2011

Ubisoft Montreal. Splinter cell (PC). Ubisoft. Release date Noveber 17th 2002.

Blizzard Entertainment. World of Warcraft (PC). Blizzard Entertainment. Eu-release

date February 11th 2005.

Blizzard Entertainment. World of Warcraft, Wraith of the Lich King (PC). Blizzard

Entertainment. Eu-release date November 13th 2008.

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Thank you for listening!

[email protected]


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