Post on 17-Feb-2019
© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen http://www.wiley.com/go/smedhttp://www.wiley.com/go/smed
Algorithms and Networking Algorithms and Networking for Computer Gamesfor Computer Games
Chapter 1: IntroductionChapter 1: Introduction
Chapter 1 Chapter 1 –– Slide 2Slide 2Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Definition for Definition for ‘‘playplay’’
‘‘[Play] is an activity which proceeds within certain [Play] is an activity which proceeds within certain limits of time and space, in a visible order, limits of time and space, in a visible order, according to rules freely accepted, and outside the according to rules freely accepted, and outside the sphere of necessity or material utility. The playsphere of necessity or material utility. The play--mood is one of rapture and enthusiasm, and is mood is one of rapture and enthusiasm, and is sacred or festive in accordance with the occasion. A sacred or festive in accordance with the occasion. A feeling of exaltation and tension accompanies the feeling of exaltation and tension accompanies the action, mirth and relaxation follow.’ action, mirth and relaxation follow.’
—— Johan Huizinga, Johan Huizinga, Homo LudensHomo Ludens
Chapter 1 Chapter 1 –– Slide 3Slide 3Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Definition for Definition for ‘‘gamegame’’
‘a universal form of recreation generally including any activity engaged in for diversion or amusement and often establishing a situation that involves a contest or rivalry’
— Encyclopædia Britannica
‘‘Etymology: Middle English, from Old English Etymology: Middle English, from Old English gamen; gamen; akin to Old High German akin to Old High German gaman gaman amusement’ amusement’
—— MerriamMerriam--Webster DictionaryWebster Dictionary
Chapter 1 Chapter 1 –– Slide 4Slide 4Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Components of a gameComponents of a game
Players: willing to participate for enjoyment, Players: willing to participate for enjoyment, diversion or amusementdiversion or amusementRules: define limits of the gameRules: define limits of the gameGoals: gives a sense of purposeGoals: gives a sense of purposeOpponents: give arise to contest and rivarlyOpponents: give arise to contest and rivarlyRepresentation: concretizes the gameRepresentation: concretizes the game
Chapter 1 Chapter 1 –– Slide 5Slide 5Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Components, relationships and Components, relationships and aspects of a gameaspects of a game
playerplayer
rulesrules goalgoal
opponentopponentrepresentationrepresentation agreement
agreement
definitiondefinition
motiv
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CHALLENGE
obstructionobstruction
indeterminism
indeterminism
CONFLICT
correspondence
correspondence
concretization
concretization
PLAY
Chapter 1 Chapter 1 –– Slide 6Slide 6Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Definition for Definition for ‘computer ‘computer gamegame’’
a game that is carried out with the help of a a game that is carried out with the help of a computer programcomputer programroles:roles:
coordinating the game processcoordinating the game processillustrating the situationillustrating the situationparticipating as a playerparticipating as a player
→ Model→ Model––ViewView––Controller software Controller software architecture patternarchitecture pattern
Chapter 1 Chapter 1 –– Slide 7Slide 7Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
ModelModel--ViewView--ControllerController
control logic
driver
proto-view
rendering
state instance core structures
inputdevice
action
configuration
instance data
syntheticview
syntheticplayer
script outputdevice
human player
options
perception
model
viewcontroller
Chapter 1 Chapter 1 –– Slide 8Slide 8Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Simulations vs. computer gamesSimulations vs. computer games
simulationssimulations
virtualvirtualenvironmentsenvironments
computercomputergamesgames
first personfirst personshootersshooters
manager gamesmanager games
puzzlespuzzles
realreal--timetimestrategiesstrategies
sports gamessports games
flight simulatorsflight simulatorsboard gamesboard games
Chapter 1 Chapter 1 –– Slide 9Slide 9Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Synthetic playersSynthetic players
synthetic player = computersynthetic player = computer--generated actor in generated actor in the gamethe game
displays humandisplays human--like featureslike featureshas a stance towards the human playerhas a stance towards the human player
games are anthropocentric!games are anthropocentric!
Chapter 1 Chapter 1 –– Slide 10Slide 10Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
HumannessHumanness
human traits and characteristicshuman traits and characteristicsfear and panic (fear and panic (HalfHalf--LifeLife, , HaloHalo))
computer game comprising only synthetic playerscomputer game comprising only synthetic playerssemisemi--autonomous actors (autonomous actors (The SimsThe Sims))fully autonomous actors (fully autonomous actors (Core WarCore War, , AOE2AOE2))
stance towards the human playerstance towards the human playerenemyenemyallyallyneuralneural
Chapter 1 Chapter 1 –– Slide 11Slide 11Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
EnemyEnemy
provides challengeprovides challengeopponentopponent
must demonstrate intelligent (or at least must demonstrate intelligent (or at least purposeful) behaviourpurposeful) behaviourcheatingcheating
quickquick--andand--dirty methodsdirty methodswhen the human player cannot observe enemy’s when the human player cannot observe enemy’s actionsactions
Chapter 1 Chapter 1 –– Slide 12Slide 12Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
AllyAlly
augmenting the user interfaceaugmenting the user interfacehints and guideshints and guides
aiding the human playeraiding the human playerreconnaissance officerreconnaissance officerteammate, wingmanteammate, wingman
should observe the human point of viewshould observe the human point of viewprovide information in an accessible formatprovide information in an accessible formatconsistency of actionsconsistency of actions
Chapter 1 Chapter 1 –– Slide 13Slide 13Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
NeutralNeutral
commentatorcommentatorhighlighting events and providing background highlighting events and providing background informationinformation
camera directorcamera directorchoosing camera views, angles and cutschoosing camera views, angles and cuts
refereerefereejudging the rule violations judging the rule violations
should observe the context and conventionsshould observe the context and conventions
Chapter 1 Chapter 1 –– Slide 14Slide 14Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
MultiplayingMultiplaying
multiple human players sharing the same gamemultiple human players sharing the same gamemethods:methods:
divide the screendivide the screendivide the playtimedivide the playtimenetworkingnetworking
Chapter 1 Chapter 1 –– Slide 15Slide 15Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Games and storyGames and story--tellingtelling
traditional, linear storytraditional, linear story--telling telling events remain from time to time (almost) unchangeableevents remain from time to time (almost) unchangeablebooks, theatre, cinemabooks, theatre, cinemaparticipant (reader, watcher) is passiveparticipant (reader, watcher) is passive
interactive storyinteractive story--telling telling events change and adapt to the choices the participant makesevents change and adapt to the choices the participant makescomputer gamescomputer gamesparticipant (player) is activeparticipant (player) is active
Chapter 1 Chapter 1 –– Slide 16Slide 16Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Characteristic features of storyCharacteristic features of story--telling 1(2)telling 1(2)
contingencycontingency: to what extent the time and space of : to what extent the time and space of the story depend on the real time and space?the story depend on the real time and space?narrative representationnarrative representation: how the story is presented?: how the story is presented?presencepresence: how far the watcher/participant shares : how far the watcher/participant shares the time and space of the story?the time and space of the story?interactivityinteractivity: how much the watcher/participant : how much the watcher/participant takes part in the story process?takes part in the story process?
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Chapter 1 Chapter 1 –– Slide 17Slide 17Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Characteristic features of storyCharacteristic features of story--telling 2(2)telling 2(2)
Cinema Theatre Literature Games
Contingency littlelittle moderatemoderate littlelittle strongstrong
Narrative representation
visualvisual visualvisual mentalmental visualvisual
Presence nonnon--physicalphysical physicalphysical nonnon--physicalphysical
nonnon--physical, physical,
immersiveimmersiveInteractivity nono no/yesno/yes nono yesyes
Chapter 1 Chapter 1 –– Slide 18Slide 18Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
A story is always told to human A story is always told to human beingsbeings
storystory--telling is not about actions but reasons for telling is not about actions but reasons for actionsactions
humans use a story (i.e., a narrative) to understand humans use a story (i.e., a narrative) to understand intentional behaviourintentional behaviourhow can we model and generate this?how can we model and generate this?
storystory--telling is about humanstelling is about humanshumans humanize the characters’ behaviour and humans humanize the characters’ behaviour and understand the story through themselvesunderstand the story through themselveshow can we model and generate this?how can we model and generate this?
Chapter 1 Chapter 1 –– Slide 19Slide 19Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Levels of interaction 1(2)Levels of interaction 1(2)
plot plot varies according to the decisions the player makesvaries according to the decisions the player makes
linear: the player advances via fixed plotlinear: the player advances via fixed plot--pointspointsbranching: the player chooses the continuation in a plotbranching: the player chooses the continuation in a plot--pointpointparallel paths: the player can make choices between fixed parallel paths: the player can make choices between fixed plotplot--pointspointsthreaded: the player can choose among parallel and threaded: the player can choose among parallel and interconnected plotsinterconnected plots
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Chapter 1 Chapter 1 –– Slide 20Slide 20Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Levels of interaction 2(2)Levels of interaction 2(2)
characterscharactersplayer’s choices are reflected in the words and deeds player’s choices are reflected in the words and deeds of the characterof the character
theme theme player’s choices are reflected in the theme of the player’s choices are reflected in the theme of the storystory
Chapter 1 Chapter 1 –– Slide 21Slide 21Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Challenges for storyChallenges for story--telling 1(2)telling 1(2)
themesthemesgood plot and round characters are not enough to good plot and round characters are not enough to create a good narrativecreate a good narrativethere must be a theme behind it (e.g., betrayal, there must be a theme behind it (e.g., betrayal, revenge, love)revenge, love)
controlling the storycontrolling the storyinteractive drama can flatten and lose its interestinteractive drama can flatten and lose its interestsomething has to make sure that the events stay something has to make sure that the events stay dramatically compelling
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Chapter 1 Chapter 1 –– Slide 22Slide 22Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Challenges for storyChallenges for story--telling 2(2)telling 2(2)
strong, autonomous charactersstrong, autonomous characterscharacters must be personalitiescharacters must be personalitiesstories are often remembered by personal charactersstories are often remembered by personal characters
personalizationpersonalizationif we want to the character to act intelligently if we want to the character to act intelligently towards the player, it must understand hertowards the player, it must understand herbased on its own beliefs deduce other characters’ based on its own beliefs deduce other characters’ and human’s beliefs.and human’s beliefs.
Chapter 1 Chapter 1 –– Slide 23Slide 23Algorithms and Networking for Computer GamesAlgorithms and Networking for Computer Games© 2006 Jouni Smed and Harri Hakonen© 2006 Jouni Smed and Harri Hakonen
Other game design considerationsOther game design considerations
customizationcustomizationtutorialtutorialprofilesprofilesmodificationmodificationreplayingreplaying
→→ parameterization!parameterization!