The role of ai in social games eladhari2011 uppsalauni

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Keynote The role of AI in social games Uppsala August 2011 Mirjam Palosaari Eladhari Gotland University, Sweden

description

Keynote at PhD course at Uppsala University in August 2011. Outline:•What does ”AI” and ”social” mean anyway?•Social actions in terms of operational logics•AI based game design•Research prototype(s)•A recipe

Transcript of The role of ai in social games eladhari2011 uppsalauni

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Keynote

The role of AI in social games

Uppsala August 2011

Mirjam Palosaari Eladhari Gotland University, Sweden

Presenter
Presentation Notes
Some about me.
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Common views: • ”Social games doesn’t have any AI”

• ”Social games doesn’t need any AI – they have people”

In this talk: • What does ”AI” and ”social” mean anyway?

• Social actions in terms of operational logics

• AI based game design

• Research prototype(s)

• A recipe

Presenter
Presentation Notes
Chaqllenge to write this talk, I had the opportunity to verbalise somthing important.
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AI Artificial intelligence

the study and design of intelligent agent where an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success. (Russell & Norvig 2003 – a commonly used textbook)

the science and engineering of making intelligent machines.

(McCarthy, 1956 – coining the term)

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Social

The term Social refers to a characteristic of living organisms (humans in particular, though biologists also apply the term to populations of other animals).

It always refers to the interaction of organisms with other organisms and to their collective co-existence, irrespective of whether they are aware of it or not, and irrespective of whether the interaction is voluntary or involuntary.

Presenter
Presentation Notes
http://en.wikipedia.org/wiki/Social Keys: LIVING, (obs Elsej’s A-life lecture) INTERACTION OF ORGANISMS COEXISTING
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Games on social networks

• We say “social games” – we mean “social network games” (Siegel 2011). Usually that means:

• Facebook

• Asynchronous play (like old chess-by- mail games)

• Metaphors for socializing (like sending gifts)

Presenter
Presentation Notes
Scotts talk
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Social game types If Critera: Interactions between players

mediated by game rules • LARP

• Table top & card games

• MMORPGS

• Competitive FPS

• Asynchronous games on social platforms….

• etc

Broad! Most games except single player games would fit the critera, making it irrelevant.

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Social actions

In games, many low level processes together represent metaphors for actions.

We often to call games “social” if these processes are metaphors for social actions. (ie, “greet” is social, while “shoot” isn’t seen as social in and everyday context.)

Operational logics has been defined as follows (Wardrip-Fruin and Mateas, 2009): “An operational logic defines an authoring (representational) strategy, supported by abstract processes or lower-level logics, for specifying the behaviors a system must exhibit in order to be understood as representing a specified domain to a specified audience.”

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Illustration:Invade (though nice re game mechanics the mataphore isn’t social)

• Empires and allies

Presenter
Presentation Notes
Example of a game that is not ”social” – It is played on a social platform, but its actions are not metaphores for social actions. Attack rather than greet. Expectations made it weird to play – peple didn’t like being attacked despite that it in fact was beneficial for the game play. Paradgim that it was to be ’social’ was strong in the playerbase. People took me away as neighbor since I played it like a war game, not as a give flower-game.
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In this talk Social games are

• (game) Systems where coexisting organisms interact.

• The organisms are intended to appear life-like (or believiable)

• The actions avialable to organisms in the system are metaphors for social actions (in the everyday sense of living beings socialising)

Presenter
Presentation Notes
LIVING, (obs Elsej’s A-life lecture) INTERACTION OF ORGANISMS COEXISTING
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AI based Game design

AIGD is the practice of creating games where the AI is an intrinsic part of the game design, intertwined in the game mechanics.

When we talk about AI in games we approach it not only as a set of techniques, such as BDI architectures or path planners, but from a more philosophical perspective: the AI in AI based game design refers to when computational processes are designed and implemented to create the impression of something that acts with intentionality. This ‘something’ can be an agent, such as a non-player character, but it can also be a process that creates content for the game, such as quests, or new levels in a game.

www.aigamedesign.com

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Why AIGD

• In the space of AI based game design, established AI technologies are used for innovative game design, and the needs emerging from game designs push forward the innovation of AI technologies.

• A commonly held view regarding AI and games:

• it is enough to create the impression of intelligence, the “smoke and mirrors”, by choosing the right cues that makes players use their mental models of a representation, relying on players’ immersion and imagination.

• This is not a reason to not go beyond smoke and mirrors!

• We can do real magic! Especially if we use the intelligence of the players. (again, remember Else’s talk on A-Life yesterday)

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AI to support the player character

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Semi Autonomy

Semi-autonomous avatars are agents whose

actions are controlled partly by users and

partly by artificial intelligence (AI) components.

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Approaches to semi-autnomous avatars

• Relief

• Players can be relieved of cognitive and operational load by for example automating the animations of body-language of avatars.

• Expression

• Means of expression through body-language, types of actions performed, and reaction tendencies can express the nature of specific avatars to other players in the same world.

• Impression

• Character-information available only to avatars' own players and personalised, subjective world-representations create individual impressions of worlds and avatars' parts in them.

More info here: Semi-Autonomous Avatars in Games, Eladhari, M.P, 10th International Conference on Intelligent Virtual Agents, Philadelphia, Pennsylvania, USA, September 2010.

Presenter
Presentation Notes
Relief: navigation; wheelchairs and underwater crafts early ex, Believability. IVA. Impression: Mateas’ subjective avatars.
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Goals

A shared aim of these approaches is to increase the believability of elements in the game worlds and the sense of presence and immersion for players.

Presenter
Presentation Notes
Believability – Bates. Lifelikeness Presense – VR concept of ’being there’ (in game studies often referred to as ’immersion’) Suspense of disbelief
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Social game examples (that are ”social” as described earlier in this talk)

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Game examples

• PromWeek: Social physics

• Pataphysic Institute: mental physics

• Sims Social: avatar simulations

Presenter
Presentation Notes
Back to social games.
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Prom Week

• Prom Week: simulates characters in a network of relationships. God-perspective for player. Goals: play with the characters’ social actions in order to reach relationship goals.

• AI: CiF architecture

Comme il Faut 2: A fully realized model for socially-oriented gameplay, by Josh McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, and Noah Wardrip-Fruin. In Proceedings of the FDG Intelligent Narrative Technologies 3 Workshop (FDG-INT3 2010), Monterey, CA. June 2010.

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Pataphysic Institute • PI: simulates characters in networks of

relationships. 3rd person Role playing persoective for player: Goals attune own others mood in order to defeat common enemies.

• AI:

The Mind Module

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Sims social Taking the multiagent

simulation model and applying a main-character- perspective on it.

Using real-world relationships – the character the player controls interact with characters of facebook friends. (timely illustration of the 3rd era of gaming as described by Garriot 2011 GDCE)

Presenter
Presentation Notes
Released just a few days ago Interestingness Available social actions depend on character state interaction with representations of friends (not friends per se, but the agent that represent them) Expression – not relevant, since the other person isn’t actually there. Impression – very relevant. Action potential, status, etc relief – very relevant: when the player is idle the own character is automated. Also, lots of levels of automation. Much ”more” ai here than in PI. In PI: interaction in real time with friends, but the mobs are automated, but player-created. The player creation and the closeness to oneself, but still fictional is key i think. ”real” relations, ”real” representations of self, and ”real” manifestations. Fun if the balance between ”real” and fiction is kept. Not fun to dish the real dishes. Perhaps this is the role of AI in social games? The mixture: player gives inputs, and sees it ’come to life’ in social settings. Again the power of reletationships (garriott). To use AI and Alife technologies to their fullest in this third era.
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Social Perspectives • PromWeek: Player manipulates many other

characters (multi-agent simulation) from a top-down perspective.

• PI: Player control own avatar while interacting with other players’ characters, mobs and NPCs.

• Sims Social: Player controls a single character while it interacts with representations of facebook friends’ characters. (asyncronous play, hybrid of multi/single player)

Presenter
Presentation Notes
PromWeek and PI traditional ”old” genres. SO using already ”traditional” FB features, even farming.
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Working with the pataphysic institute

prototype

follow the work at www.projectconstructive.com

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Goal: support Role-Play in VGWs

• Cater for complex, interesting avatars

• support players in expressing consistent, interesting player characters in VGWs?

• body-language etc.

• Support by rule system in order to make the actions performed characterising for particular avatars.

University of Californa Santa Cruz Mirjam P Eladhari, Michael Mateas

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Characterising Action Potential (CAP)

CAP is what characters can do at a given moment that characterise them, both in terms of observable behaviour and in expression of true character - a character's essential nature, expressed by the choices a character makes.

The observable characteristics include visual appearance, what body language characters use, what sounds they make, what they say, and most important, what they do and how they behave.

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Experimental set-up

• Agent architecture: The Mind Module

• Prototype Game World: The Pataphysic Institute

• Play-tests and interviews which are video taped and transcribed verbatim. Allows assessment of:

• Interaction

• Players’ attitudes

• Players’ mental models of system. More on the method in Design for Results: Considerations for Experimental Prototyping and Play Testing Using Iterative Game Design, by Eladhari M. P., Ollila, E.M.I. Game Research Methods, University of Tampere, Finland, 8-9 April 2010.

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Mind module

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The Mind Module

• Spreading Activation Network of Affect nodes

• Semiautonomous agent architecture.

• Semiautonomous agents are partly controlled by their players, and partly controlled by context-sensitive action potential and expression possibilities, as well as by varying degrees of autonomous reactions to in-game situations specific to the VGW the agents inhabits.

• Gives avatars virtual minds in addition to virtual bodies.

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Affect Nodes of MM

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Personality Trait Nodes

Define avatar personality

Traits: Five Factor Model

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Emotion Nodes

Active emotion nodes define how an avatars feels ‘right now’

16

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Mood

Define how an avatar feel today

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Sentiment

Define how avatar generally feels about specific things

An emotional disposition towards a specific object or class of objects.

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Node Weights

Personality Trait -> Emotion Emotion -> Mood

Personality traits affect how strongly characters feel emotions. Emotions affect characters’ mood.

Presenter
Presentation Notes
Personality traits affect how strongly characters feel emotions. Emotions affect characters’ mood.
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Pataphysic Institute

emotional combat system!

Personality trait based characters!

Player-created bosses!

Manifestations of own Traumas and epiphanies!

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Pataphysic Institute

• Prototype virtual game world where the personalities of the inhabitants are the base for the game mechanics.

• When interacting with other characters, the action potential depends upon the player character's current mood and personality

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production

PI is built in the company Pixeltamer's framework for web based multiplayer games and is played in a web browser through a Java applet.

PI is an application developed for conducting experimental game design research using iterative design and guided play tests. The MM is used as a library.

• Programming of Client and Server by Christoph Pech.

• IPIP NEO - scoring system and report routines provided by John A. Johnson, rewritten to C++ by Christoph Pech

• Graphics: 3DS Max models by Ola Persson

• Leveldesign by Musse Dolk

• Scripting by Johan Sköld

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Basic Game Play

• Players need to defeat physical manifestations of negative mental states by using

• Spells

• Affective actions

• The spells available to characters depends on their personality and current mood.

• The affective actions available to a character depend on the current mood.

Presenter
Presentation Notes
The AAs mimic the way humans affect each other emotionally through interactions such as encouragements or insults. The mind magic spells are more traditional from a game history perspective where the target of a spell not necessarily needs to have chosen this interaction. From a social interaction perspective a simile could be to use a love potion bought from a witch-doctor, in the belief that emotions can be forced. In PI they can be.
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’pataphysics

Presenter
Presentation Notes
Zoë Corbyn�The Guardian,    Friday 9 December 2005 This philosophy is called 'Pataphysics, but it's hard to fathom just exactly what it stands for. With the help of two of London's pre-eminent 'Pataphysicians and a little book of 120 definitions of the science, I attempt to understand.��"Just choose any definition you like," I'm told.��"Any definition?"��"A lot of them are completely wrong of course, but it wouldn't be 'Pataphysical to exclude them."��"Oh. Thanks." 'Pataphysics (the apostrophe is meant to be there) is probably best understood as that which lies beyond metaphysics. Correct definitions are equivalent to wrong ones; all religions are on a par as imaginary and equally important; chalk really is cheese. It's an escape from reality - reminding us of just how idiotic the rules that dog our everyday existence are.
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Jarry (the early 1900s, Paris)

"the science of imaginary solutions, which symbolically attributes the properties of objects, described by their virtuality, to their lineaments“

Raymond Queneau has described 'pataphysics as resting "on the truth of contradictions and exceptions."

’pataphysics

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‘Pataphysics is an inner posture, a discipline, a science and an art; it allows every human to live her life as an exception, which doesn't prove any other law than its own.

Above my favourite definition. My translation from a book in Swedish by Claes Hylinger

’pataphysics

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Back-story • Players are introduced to the back story of PI before they

log on, by reading the diary of Katherine, an investigator who was sent in to PI to investigate the consequences of a mysterious event called the Outbreak. In PI, reality has been replaced by the inhabitants interpretation of reality, and their mental states are manifested physically in the environment.

• The head of human resources at PI has taken upon himself the task of understanding the new and unknown world by applying personality theories. He forces everyone in PI to take personality tests, and studies what types of abilities these persons get: Mind Magic Spells.

• Teresa focuses on the finding that social interactions between people suddenly in acutely concrete emotional reactions. She calls these Affective Actions (AAs), and tries to understand her changed environment by studying the patterns of these.

Presenter
Presentation Notes
Katherine: In that moment, when the collected staff was confronted with the brutal evidence of the suicide, the membrane between reality as we know it and the projections of mind was ripped apart. Creatures looking as if taken from some old surreal paintings spawned in the room. I got the feeling they somehow came from the staff, that they were manifestations of things in their minds. emergency response group: As we entered the facilities of IPP we encountered several unexpected phenomena. The man known as Karl Sundgren had gone through a most peculiar transformation and acted as some kind of gate keeper. His features had lost all detail and he was weighed down by a large hat. He only let us in if he got to run his personality tests on us. He used to be head of the Human Resource Department and claimed ‘it was for our own good. Karl claims there is a system for how to use the mind that needs to be investigated further […] We recommend that colleagues venturing into the facilities take the utmost caution. Depending on what you bring in as emotional baggage and how you act the PI can be either your personal purgatory or your personal paradise. We also recommend colleagues to be prepared to help each other – the expression ‘No man is an island’ has never been more true.
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The gate keeper

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Character Creation

Big Five (OCEAN, FFM) assessed using IPIP NEO

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Mind Module Info

Presenter
Presentation Notes
Explain the mind window. Sarah’s first personality spell is Dull Pain, which diminishes the emotion Anguish in the target // impression – all the numericals //expression: the color of the aura.
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Dialog with Karl

Presenter
Presentation Notes
The Gate Keeper has looked at the files and seen that the dominant facet is agreableness and the neuro trait with the highest value is vulnerablity - > gives the spell Dull pain. Karl: “what I can do and can’t do is tied to my mood! The mood seems to be connected to my personality and my emotions. I think its like that for all of us. But we seem to be able to gain more resistance and energy as we learn to act in this world.”
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Node Weights Karl: what I can do and can’t do is tied to my mood! The mood seems to be connected to my personality and my emotions. I

think its like that for all of us. But we seem to be able to gain more resistance and energy as we learn to act in this world.

Personality Trait -> Emotion Emotion -> Mood

Personality traits affect how strongly characters feel emotions. Emotions affect characters’ mood.

Presenter
Presentation Notes
Personality traits affect how strongly characters feel emotions. Emotions affect characters’ mood.
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Mind energy and resistance

Karl: what I can do and can’t do is tied to my mood! The mood seems to be connected to my personality and my emotions. I think its like that for all of us. But we seem to be able to gain more resistance and energy as we learn to act in this world.

Presenter
Presentation Notes
A character has a pool of Mind Energy (ME) and Mind Resistance (MR). The maximum amount of possible MR and ME increases with the level of the character. Levels are gained for a PC as it gains experience points (XP). Mind Energy is used when the character performs action, as a cost. Mind Resistance is lost if the character is attacked by another entity. MR and ME is regenerated over time. The rate of the regeneration depends on the mood of the character. Inner Mood is tied to the generation of mind resistance while Outer Mood is tied to the regeneration of Mind Energy
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Mood status display

Presenter
Presentation Notes
EXPRESSION - IMPRESSION In PI, PCs can see what mood other PCs are in by the colour of the mood aura, which is a transparent half-bubble displayed on the head of PCs as shown in them middle picture of Figure.The colour and shade of the colour reflects the current position in the mood co-ordinate system. In the picture to the left the white dot in the middle in the mood co-ordinate system is the position of the PC Emil's mood, which was neutral at the time when the screen dump was taken. In the figure to the right the white dot shows the PC Neurotica's mood, which was in the jubilant space of the mood co-ordinate system.
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Teresa

Presenter
Presentation Notes
Second character a player meets is Teresa. Affective actions are quite remarkable. They force an emotional reaction! If you are in a receptive mood that is.
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Mood Area restrictions for affective actions

Teresa: Affective actions are quite remarkable. They force an emotional reaction! If you are in a receptive mood that is.

Players can perform affective actions towards other characters in order to change their mental state in both positive and negative ways. By affecting others mood's the selection of their available spells and AAs is changed. Example: The AA Comfort can be used successfully on targets that have an active emotion node of Sadness, but only if the player's own avatar is not in the area of Furious on the mood co-ordinate system

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Affective actions

Presenter
Presentation Notes
Video. Sarah opens the AA window. She performs a joke on kyle. She opens her mind window. Kyle laughs at her joke. Sarah’s mood changes.
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Manifestations Single Sentiment Manifestations (SSMs) Compound Manifestations (CMs)

- unique, that is, there is only one

- CMs are stronger than SSMs in terms of larger maximum amounts of MR and ME

- more versatile in their behaviour, they can cast both spells and AAs.

- In order to vanquish a CM generally several players need to co-operate.

Instantiation: CMs are scripted or authored by players.

- origin in a single emotion

- limited amount of mental resistance and energy. - The spells an SSM can cast increase the value of 'their' emotion in targeted entity. Instantiation: scripted or created automatically when avatars experience strong emotions. For example, if a PC 'feels' a Joy intensely the SSM Joy Jumbo is instantiated in proximity to the PC.

Presenter
Presentation Notes
As such, they are manifestations of the state of mind of the inhabitants of the world.
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Colossuses of Confusion

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Curses and Blessings • Avatars can be affected by the spells

Sentiment Curse and Sentiment Blessing.

• Sentiment Curse gives an avatar a strong negative sentiment that has a zero decay rate.

• Example: curse of Guilt. The way to get rid of this sentiment is to create a manifestation of the sentiment, a compound manifestation (CM). If the CM is vanquished, the sentiment disappears.

Presenter
Presentation Notes
Sentiment Blessings are different from curses in the way that the emotion attached to the sentiment is positive, it could for example be Joy. The player might want to keep the blessing or curse instead of 'externalising' it as a CM if it affects the mood of the avatar in a way that the player finds desirable. However, if a CM is instantiated it can cast beneficial spells on other players, or can help vanquish other CMs. Which spells CMs of the curse/blessing type can cast on entities in proximity depends on which emotion they represent. CMs cast the emotion spell that increase the emotion they represent.
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Player created CM

Presenter
Presentation Notes
Video. A player creates a manifestation of guilt.
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Spells

Presenter
Presentation Notes
Mind Magic spells (MMSs) can help or damage (in terms of MR and ME) characters that the spells are used on. There is a standard set of spells. Benevolent spells can be used on Self, on other characters, and on Manifestations. Harming spells can be used on Manifestations. The spells characters can learn depend on their personality traits. The types of spells that affect the pools of MR and ME which can be used differ with the mood of the spell-caster. The action potential regarding these spells reflect the mood of the casting character, as illustrated in Figure \ref{fig-spells-mood}. For example, a character in a furious mood can cast aggressive spells, while a character in a harmonic mood can cast benevolent spells helping her friends.
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Mood Area restrictions

for spells

Mind Magic Spells

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Defeating guilt

Presenter
Presentation Notes
1 avatar Kyle. Target GrAndmother.�Kyle depressed�Kyle personalIty spell: forGive. Diminishes guilt in target.��2. Avatar Sarah. Neutral. Targets Kyle.�Spell energy rush��3. Avatar arsenus. Neutral. Targets kyle.�Spell resistance aid. In order to vanquish Grandmother avatars would either need to get her mental resistance or the value of her emotion node guilt to zero. If Adam chose the strategy to reduce Grandmothers guilt value he would need to cast the emotion spell 'Forgive' on her, which reduces guilt. If he is unable to cast Forgive he would need to find an avatar who can. Suppose that the avatar Christine has a personality allowing her to cast Forgive, and that she comes to help. Christine, being the caster, would be targeted by Grandmother. Grandmother would cast the spells and AAs specified by Adam on Christine, as well as energy drain and resistance drain spells. Adam and other avatars coming to assist would want to make sure to give Christine both mental energy and resistance to ensure her ability to cast and for her to not suffer a mental break-down. In order to give Christine mental energy and resistance the other avatars would need to be in positive mood spaces on the mood co-ordinate system allowing them to cast spells of energy rush and resistance aid. In order to balance their minds to be in the positive mood spaces allowing them to do this they could perform positive AAs toward each other. If Adam instead chose to vanquish Grandmother by reducing her mental resistance to zero he would need to make sure to either himself be or, have a group of assisting avatars who could be, in a depressed or furious space of the mood co-ordinate system. An avatar in a furious state can cast Grand Focussed Aggression while regenerating mental energy quickly. An avatar in the furious mood space might need assistance from entities that can aid in giving mental resistance in the case the conflict takes long time. An avatar in the depressed mood space can cast Grand Focussed Resistance Drain as well as Grand Focussed Energy Drain. Since an avatar in the depressed mood state do not generate mental energy and resistance over time the avatar would need to steal the mental energy and resistance from the opponent. In assembling a group of avatars for reducing Grandmother's mental resistance Adam might want to make sure to include members who because of their personalities deviate toward depressed states of mind, that is, avatars who have dominant neurotic facets. If the CM Grandmother ceases to exist in PI, Adams curse of guilt also disappears.
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Presenter
Presentation Notes
The well-known notions of role taking from MMORPGs where avatars normally have functions such as 'tank', 'healer' or 'damage dealer' are comparable to possible avatar-roles in PI. However, where in MMORPGs the role normally is given by character class, it is in PI given by an avatar's personality. The role of tank \index{tank} in a group of avatars engaging in combat in a MMORPG means that the avatar tanking takes the damage dealt by opponents. The tank protects the other members of the group by making sure that the opponent's aggression is directed to her. The damage dealer \index{damage dealer} normally lacks health and resistance to be able to be in direct contact with the opponent, but may be located a bit further away from the tank and the opponent while using powerful ranged attacks. The role of the healer\index{healer} is to heal the tank, and if needed also the damage dealer or herself. For an extensive explanation of the game-play strategies involved in these roles, please refer to Musse Dolk's MMORPG Gamer's handbook \shortcite{dolk08}. In PI, a neurotic introvert avatar would be an eminent damage dealer since the avatar's current mood would easily move towards the depressed mood spaces which are required to be in, in order to casts spell decreasing the mind energy of opponents. Another type of effective damage dealer would be an avatar with a neurotic extravert personality, who quickly could generate both energy and resistance if in a mood of fury while damaging the pool of resistance of the opponent. An avatar prone to extraversion in general might function especially well as a healer if in a jubilant mood, being able to give mind energy to group members. Avatars who naturally deviate towards inner harmony might be able to function especially well as tanks given that they would regenerate mental resistance quicker than others.
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Play test

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Play testing

Player 2

Film Camera

1 Player 1 (Object of Desire)

Film Camera

Game Master

Player 3

In Clients: -Log files of play (one file for each avatar)

-Camtasia recordings of :-voice (microphone in

headset), -Face (webcam), - Actions (taping of screen)

Presenter
Presentation Notes
Video Cameras 1 and 2 Player 1, 2, 3 and GM Camtasia ->voice (microphone in headset), webcam, taping of screen.
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Play testing

Player 2

Player 1 (Object of Desire) Game

Master

Player 3

Presenter
Presentation Notes
Video Cameras 1 and 2 Player 1, 2, 3 and GM Camtasia ->voice (microphone in headset), webcam, taping of screen.
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Plat test scale and scope

• Multi-player tests – 3 players + 1 game master

• 3 scenarios:

1. use AA’s according to roles in a group

2. learn to use spells towards manifestations

3. Player’s authoring of manifestation. Cooperate in group to overcome them.

Presenter
Presentation Notes
25 individuals in the tests.
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Scenario 1-AAs Scenario: Two avatars competing for the affections of the third

GM asked players to picture a situation where two of them (Player 1 and 2) had played together for a while, and that the third (Player 1) was new to them,

Presenter
Presentation Notes
Player 1, to be the new one, the object of desire. Generally, these chose to perform actions labeled as positive towards the other avatars. The players in the roles of competing for the new one's affections chose negative actions more frequently.
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2. Learning spells Defeating manifestations

Scenario 2: GM takes group to area with negative single sentiment manifestations.

Goal: cooperate to overcome them, and learn own special personality spells.

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3 player authored foes

GM ask player to curse each other. Cursed player manifests the emotion they cursed with. Players’ goals: deafeat the foe using grouped indivuals’ spells. Use AAs to affect each others moods needed to defeat foe.

Presenter
Presentation Notes
Players got very loose instructions on authoring – they were asked to create something from real-life or fantasy, abstract or concrete. Figure 7 shows a player's authoring of a manifestation of anger.
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Players’ Strategies

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uses of Affective actions in scenario 3:

1. as authorial building blocks when creating their compound manifestations,

2. to manipulate the mood of each other’s avatars when they attempted to neutralize the manifestations, and

3. to diminish values of the emotion nodes of the opposing manifestations.

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Vertical slice test outcomes

• In the test: Using vertical slice in order to narrow down

• Successful designs

• Results of general interest

• Design-wise for prototype: Players’ creation of manifestations, and the strategies used to defeat them: a combination of rule-set, and ”real” past experiences.

• General regarding avatar & agent behaviors: levels of autonomy & focus on secondary behavior (read more in digra’11 paper)

Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World, by Eladhari M.P, Proceedings of DiGRA 2011 Conference: Think Design Play, Utrecht School of the Arts, the Netherlands, 2011.

Presenter
Presentation Notes
Text methodology. Use of vertical slices. ’real’ness + rule-sets NOT just fiction: RULEsets – mental/soical physics in wich players can create strategies creating strategies. In social situations, play situations in the tests seemed to find it awkward to perform such secondary behaviors unless it was sanctioned by their dramatic roles. For future work in this area, I believe that it is most meaningful to create autonomous secondary behavior for avatars, while both types are needed for the NPC behavior. However, it can be useful to have an off-switch for the autonomous behavior of an avatar, or the possibility for players to choose a level of autonomy. Based on the selections of AAs that players have chosen in the tests, I believe that when players who are not experts in role-play are in new social contexts, they might want to tune down the autonomy for increased control.
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Wrapping up

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AI + ’social’ games = = New AI tech!

Design challenges in social games can drive new develelompent in AI technicues – new problems, new solutions

= New types of games! Games with metaphores for social actions –is in the domain of beleviable agents and expessive AI – new game experiences built using knowledge about social behaviors.

www.aigamedesign.com

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Why it works

• Leverage the power of relationships in the “third era” (Garriott 2011) – both between individuals, and formations of groups.

• Notion of what is ”real” (Bartle 2003). Player-created ’real’ content in frameworks of fiction: compelling. (If the balance suits players’ golden mean for real-connection vs escapism.)

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Final words. I suspect that:

Player created/generated “realness”

+

mental/social physics

+

rule-systems giving appropriate affordances for action

+

support for avatar expression, impression & relief

=

meaningful fun.

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Reading

• Comme il Faut 2: A fully realized model for socially-oriented gameplay, by Josh McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, and Noah Wardrip-Fruin. In Proceedings of the FDG Intelligent Narrative Technologies 3 Workshop (FDG-INT3 2010), Monterey, CA. June 2010.

• Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World, by Eladhari M.P, Proceedings of DiGRA 2011 Conference: Think Design Play, Utrecht School of the Arts, the Netherlands, 2011.

• Design for Results: Considerations for Experimental Prototyping and Play Testing Using Iterative Game Design, by Eladhari M. P., Ollila, E.M.I. Game Research Methods, University of Tampere, Finland, 8-9 April 2010. The paper was selected for publication in a special issue of the journal Simulation & Gaming

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Thank you for listening

Mirjam Eladhari

contact: [email protected]

www.projectconstructive.com

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Recent Play tests

Play-tests of the PI prototype focussing on - Authored relationships within the group (triangular tensions

given by sentiments)

- Players’ authoring of CMs – their contributions to the game world

- patterns of play when the group deals with the CM’s they created. Role-takings and strategies.

Presenter
Presentation Notes
Lovisa’s work on Cedrik FUTRE TESTING: players’ attitudes towards CAP in PI for role-play Sentiments for story construction Semi-autonomy – balance of player-control versus autonomous behaviours of avatars Autonomous agents (NPCs) with MMs, use of reactive planning for behaviour selection
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FUTuRE TESTING: - players’ attitudes towards CAP in PI for

role-play

- Sentiments for story construction (more)

- Semi-autonomy – balance of player-control versus autonomous behaviours of avatars

- Autonomous agents (NPCs) with MMs, use of reactive planning for behaviour selection

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Current Work

Analysis of play test data

• Video’s of game play in the client, along with player’s face and voice

• Surveys

• Log files • counts of Affective Actions towards group.memebers,

depending on sentiments between avatars

• Counts of Affective Actions and Spells between entities when conquering the CMs players authored

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Future Directions

Prototyping and play-testing methods for game design research.

Utilisation of bio-feedback from players, both for design and for play-testing.

Presenter
Presentation Notes
. (with Nokia Research) (With Center for Knowledge and Innovation Research (CKIR) at the Helsinki School of Economics (HSE),
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Presenter
Presentation Notes
Graphics: inspiration from Bosch’s Garden of Earthly Delights. Here a concept art picture I made and gave to the 3D artist.
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Narrative Potential

in VGWs

Presenter
Presentation Notes
When talking about expressive agents – NPCs, mobs, avatars – all entities who act.
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Stance

How affordances and action potential of avatars in multiplayer settings can affect narrative potential.

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Outline

• Semi Autonomy

• Relief, impression, expression

• PI and MM

• Agent Architecture: The Mind Module

• Prototype: The Pataphysic Institute

• CAP of semi-autonomous avatars and narrative potential.

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Impression Character-information available only to avatars'

own players shows the action potential of the avatars - what they can do at a given moment and how. The properties of avatars can be used to represent the game world subjectively, helping players to identify with their representations and immerse themselves into story worlds.

Ex: in Michael’s Subjective Avatars users receive text descriptions of environments which react avatars emotional states.

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Control