the ai babysitter

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The AI Babysitter. Book Learnin’. University of Chicago BA in General Studies Masters work in AI & Information Systems Northwestern University PhD work in AI: Robotics & Video Games. Street Smarts. Game Design and Tuning Workshop Indie Game Jam/Experimental Gameplay Workshop - PowerPoint PPT Presentation

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The AI Babysitter

Book Learnin’

University of ChicagoBA in General StudiesMasters work in AI & Information

Systems Northwestern University

PhD work in AI: Robotics & Video Games

Street Smarts

Game Design and Tuning Workshop Indie Game Jam/Experimental

Gameplay Workshop IGDA Education Committee Currently: Lead Designer: MySims

The Designer-Player Relationship

Designer

Player

GameCreates Consumes

The Designer-Player Relationship

AI

Player

GameCreates Consumes

A Formal Model of“Game Consumption”

Rules “Fun”System Behavior

The MDA Framework

Mechanics AestheticsDynamics

Our Task

Hide-and-seek game CMU: “Woggles”

Tag the T

Our Task

Hide-and-seek game Can be played from both perspectives

the babysitterand the child

Simple, 3 room environment

Our Map

Avatar: Babysitter

Moves Speaks Extra Moves? Why?

Eight Kinds of "Fun"

1. SensationGame as sense-pleasure

2. FantasyGame as make-believe

3. NarrativeGame as drama

4. ChallengeGame as obstacle

course

5. FellowshipGame as social

framework6. Discovery

Game as uncharted territory

7. ExpressionGame as self-discovery

8. SubmissionGame as pastime

The Dynamics of Hide and Seek

exci

tem

ent

exhaustion

The Babysitter

What kinds of fun? What kinds of AI?

Technical Details

Waypoints? Obstacle detection? Cover points?

Seek!

Brainstorm: 5 behaviors Babysitter (NPC)Baby (PC)

Prototype/Play/Discuss Goal: Clearly understand mechanics,

dynamics, aesthetics of this design

Our Map

Results?

What makes playing with the babysitter fun?

New Constraints

Player = babysitter What kinds of fun? What kinds of baby AI?

AI : Baby

Reconsider:Hiding behaviors

AI : Baby

Reconsider:Hiding behaviors“Tells”

AI : Baby

Reconsider:Hiding behaviors“Tells”Group goals?

AI : Baby

Reconsider:Hiding behaviors“Tells”Group goals?Pacing and Flow

Seek!

Brainstorm: What changes? Babysitter (PC)Baby (NPC)

Prototype/Play/Discuss How has the player experience

changed?

Hunter vs. Hunted

What makes playing with the babies fun?

Baby AI

Advanced abilities and moves?

Technical Details

Waypoints? Obstacle detection? Cover points?

Technical Details

Waypoints? Obstacle detection? Cover points? World view?

Technical Details

Waypoints? Obstacle detection? Cover points? World view? Competition?

But Wait – There’s More!!

Full-blown simulation of tag Multiple Babies “Real Strategic Gameplay” Showcase character AI.

Baby AI

What does it look like NOW?

Reality is Expensive

Can’t do it all by hand! Consider “style” or “personality”

Easier to recognize/predictDifferent targets require different skills

This means more granularity – more complex representation.

Fidelity

Hiding How much cover is the fern...as

opposed to the closet or under the table?

Do AIs perceive others and plan around them?

Do they track the babysitter? What if they can turn on and off lights?

Scale

Did your design scale when player character changed?

Does it scale when the aesthetic itself changes?

Is it still funTo desginTo play

Other Thoughts?

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