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Kentucky presentation at CGAMES USA 2011
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Transcript of Kentucky presentation at CGAMES USA 2011
Model of social believable NPCs for teacher training Using Second Life
Magnus Johansson, Harko Verhagen Department of Computer and Systems Sciences Stockholm University KISTA, SWEDEN [email protected]
Mirjam P. Eladhari Department of Game Design, Technology and Learning Gotland University GOTLAND, SWEDEN [email protected]
Bartle
“From the point of view of world design, AI promises great thing. If virtual worlds could be populated by intelligent NPCs, all manner of doors would open” [Bartle 2003 p.616].
Agenda
• Teacher training Scenario • Pre study
– Method – Complexity of NPCs – Are there social NPCs?
• The Model social game agent • Discussion/Conclusion
Teacher training Scenario • Currently, training of handling problem situations
within a classroom is based on role-playing if trained at all.
• Classroom problems in general and the role of the teacher.
• Allow teachers in training to test different strategies and see the effects of their actions and the interactions between students and teachers without causing harm to real students.
• The tool would also allow debriefing and walk-through to discuss the interactions.
Pre Study
• Observations in game • Scenarios to trigger certain behaviours • Inspired by Carley and Newell • 10 games studied
Carley and Newell
Research questions
- What aspects of games AI have developed during a 15 year period?
- Are NPCs social?
First Person Shooters
Type of game Game Type of NPC Behaviour repertoire Knowledge Processing First Person Shooters Quake Enemies (Ogres) one strategy for
attacking, fixed set of weapons, telepathic information sharing, recognize allies, no prediction of enemy's choice, no cooperation
stimulus-response
Duke Nuke'em 3D Enemies (Assault troopers)
no communication, does not recognize allies
stimulus-response
Deus Ex Enemies (Terrorists) choice of weapon depends on context, fixed set of weapons, communication/mob behaviour, does not recognize allies, no cooperation, visual and audio cues
stimulus-response
NO COOPERATION
Third Person Shooters
Type of game Game Type of NPC Behaviour repertoire Knowledge Processing Third person shooter - stealth
Metal gear Solid Enemies mode switching upon visual cue, automatic switching back
stimulus-response
3 basic modes Splinter cell Enemies, fill-out (civilians)
mode switching upon visual and audio cue, no automatic switching back, limited communication
stimulus-response
Assassins creed: Brotherhood
Enemies, fill-out (civilians)
mode switching upon "attack" cues, players are remembered
stimulus-response
Third person shooter - sandbox
Mafia: City of lost heaven
Enemies (police) mode switching upon observed crime cues, no memory or communication
stimulus-response
2 basic modes Grand Theft Auto 4 Enemies (police) mode switching upon observed crime cues, no memory, automatic mode switching
stimulus-response
NO COOPERATION
Multiplayer Battle Arena
Type of game Game Type of NPC Behaviour repertoire Knowledge Processing Multiplayer Online Battle Arena
League of Legends Enemies (heroes, minions), allies (heroes, minions)
2 teams, AI skills dependant on difficulty level, different attack strategies, no cooperation, limited communication
stimulus-response NO COOPERATION
Example crisis response
Complexity of NPCs Results from pre study
• Static behaviour • Scripted dialogues • Path finding algorithms or pathing • Attempts at creating crisis responses or
alternative behaviour.
Complexity of NPCs Results from pre study
• Path finding algorithms • Poor/No Cooperation, Coordination • More extensive behaviour repertoire • Amnesia a problem in some cases • Not all NPCs need to be complex or believable • We need strategies to develop NPCs further for
future game genres
Carley and Newell
The Model Social Game Agent
REPEAT
Carley and Newell
Discussion/Conclusion
• Cognitive model not yet decided • Many details still missing • Functionality/implementation of consumat 2 • Explorative implementation • And we do not know what complexity we will
introduce yet..
Thank you for listening!
Questions ?
Magnus Johansson Department of Computer and Systems Sciences Stockholm University KISTA, SWEDEN [email protected]