journey into the dag: puzzle dependency charts,...
TRANSCRIPT
Journey into the DAG: Puzzle Dependency Charts, Tentacles and YouJoshua Weinberg The Website is Down
Intro• Talk is about Puzzle Dependency Graphs
• I Applied this technique to analyze the game “Day of the Tentacle”
• I discovered non-obvious insights into the design of the game.
2
End Game
Shrunken Kids
Bowling Ball
Tentacle Boss
Back to the Present
Get Bowling Ball
Knock Out Ten Tentacles
Win The Game
Goal: Power Hoagie's Chron-o-John
Flag Gun
Exploding CigarLighter Gun
The Blanket
Red EdisonCan BuildBattery Gold Vinegar
Soap
Franklin inhis Room
Lab Coat
Super BatteryKite
Charged Super Battery
Hoagie'sChron-o-John
Powered
Vinegar inTime Capsule
Get into Dwayne's room
Get exploding cigar
Give plans to Red Edison
Make VinegarBuild a fire in the fireplace
Get the gold
Get the Super Battery
Get Soap
Start StormGet lab coat
Get Kite
Charge Battery
Power Hoagie's Chron-o-John
Get Vinegar
Goal: Get Diamond
Left handed statue
Access to VCR Fred
Opening Safe
Fred Tied Up
Rope
Red Ted Ted in Attic
Combo
Dr. Fred Contract
LucasArtsRoyalties
Diamond
Signed Contract
Get access to VCR
Record Safe Combo
Get rope
Paint Ted Red Get Ted in Attic
Rescue Dr. Fred
Get Contract
Get Signed Contract
Get Diamond
Sleepwalk Fred
Switch Statue Handedness
Mail Contract In Past
Intro
AccessGreen Tentacle's
Room
HelpWanted Sign
Access to Secret Lab
The Super Battery Plans
Red Paint
Wine
BucketWaterBrushHoagie
Hoagie
Oil
HoagiePatent Letter
Dr Freddrinking
his coffee
Hoagie
Access to Living Room
Chattering Teeth
Disappearing Ink
Stamp
Get Fake Barf
Begin Game
Find Dr. Fred's secret lab
Find Super Battery PlansGet Chattering Teeth Get Stamp
Goal: Power Laverne's Chron-o-JohnRed Paintto Hoagie
Laverne Laverne
Tentacle ChartCrank Scalpel to Bernard
Bookto Hoagie
Keys
Crowbar
Two Dimes
Crowbar
Vacuum Flier
Disguise
Name Tag
AccessLaverne's
Chron-o-JohnDentures
Access to History Room
Boxo' Laughs
Human ShowStartsDentures
Fork Spaghetti
Start Human ShowFake Barf
Hot Mummy No Harold
Club Tentacle pass
Cat
Mouse Toy Skunk on Roof
No Kennel Tentacle Guard Skunk
Extension Cord Laverne Access to Secret Lab
Access FutureIce Chest
Frozen Hamster
Access FutureLaundry Room
Sweater
Quarters
Defrosted Hamster Tiny Sweater
Vacuum
Access to Future Lab
ToastyWarm
Hamster
Hamster Generator Plugged in Chron-o-John
Laverne'sChron-o-John
powered
Get Laverne down from tree
Laverne Access Dr.'s OfficeLaverne Access Outside
Disguise LaverneGet Box o' Laughs
Get Dentures
Get Crowbar
Get Dime in Gum
Get Sweater
Get quarters
Make Vacuum
Get ticket to Human Show
Enter Human Show
Dentures To Laverne
Mummy Fashion Get Rid of Harold
Win Human Show
Turn off Kennel
Make Skunk
Get Skunk
Free Edisons
Plug in Laverne's Chron-o-John
Get Hamster to Laverne
Defrost Hamster
Get tiny sweater
Get Toasty Warm Hamster
Get Dusty Warm Hamster
Power Laverne's Chron-o-John
Journey Into The DAG:The Day of The Tentacle (LucasArts, 1993)
Puzzle Dependency Chart
Visualizations:
Tools:
yEdTulipGephiGraphviz
Puzzle Dependency Charts,
Tentacles and You
Hierarchical Dependency Chart,
ungrouped
Tasks that have no assigned resources
Begin GameFind Dr Fred's Secret LabGet Chattering TeethGet CrowbarGet StampFind Super Battery PlansGet Fake BarfGet Dime in GumGet quartersGet into Dwayne's RoomGive plans to Red EdisonPaint Ted RedGet DenturesGet SoapSleepwalk FredGet Lab CoatMake Vacuummake VinegarGet Laverne Down From TreeSwitch Statue HandednessGet SweaterGet Exploding CigarStart StormLaverne Access Doctor's OfficeLaverne Access OutsideGet Access to VCRBuild a Fire in the FireplaceGet KiteGet Box-o-LaughsDisguise LaverneDentures to LaverneRecord Safe ComboGet the GoldGet Hamster to LaverneMake SkunkGet Tiny SweaterGet Ticket to Human ShowGet VinegarGet ContractGet RopeDefrost HamsterGet SkunkEnter Human ShowGet Super BatteryGet Ted in AtticGet Toasty Warm HamsterMummy FashionGet Rid of HaroldCharge BatteryRescue Dr FredWin Human ShowPower Hoagie's Chron-o-JohnGet Signed ContractTurn off KennelMail Contract in PastFree EdisonsGet DiamondPlug in Laverne's Chron-o-JohnGet Dusty Warm HamsterPower Laverne's Chron-o-JohnBack to the PresentGet Bowling BallKnock out ten TentaclesWin the Game
0d 1d 2d 3d 4d 5d 6d 7d 8d 9d 10d 11d 12d 13d 14d 15d 16d 17d
13.0Effort (person-days per day)
Gantt Chart
Cambridge
Advanced
Modeller
To download these graphs and the Day of
The Tentacle Puzzle Dependency Graph
dataset visit:
http://thewebsiteisdown.com/devblog
5
1Hierarchical Dependency Chart,
swimlanes based on character 3 Dependency Structure
Matrix 4
A Puzzle dependency chart is a Directed Acyclic Graph (DAG).
Nodes represent puzzles. Edges indicate dependencies.
Hierarchical Layout grouped by downstream goal.
Nodes colored by game character. 63 puzzles in 5 groups.
Poster
In the Talk● I’ll make some bold sweeping statements:
● Like for example I will define what a puzzle is! ● I’ll make some dramatic claims along the way:
● Like: No two players have ever solved this game in the same way.
● And: Narrative development is incompatible with non-linear branching.
● Will introduce some practical tools which give layout and analysis advantages.
Who am I?● Writer / Director of comedy videos ● The Website is Down (websiteisdown.com) ● Creating an adventure game from the
Webseries ● Research for that game led to this
analysis
Puzzle Dependency Graphs What?● The idea is: Make a diagram with all the puzzles in your
game to show how they relate. ● Key insight here is that solving puzzles gives you things
you need to solve other puzzles. ● Thus a dependent relationship between puzzles.
Puzzle Dependency Graphs - Why• Visualize the puzzles in your game
• Give insight into size, complexity, difficulty and pace of the game.
• Visualizes non-linear Branching
• Not used during actual play, just design.
• Noah Falstein GDC 2013 talk. Credits Ron Gilbert for first use in game design.
PDG theory: graphs• A Puzzle Dependency Graph is a type of Dependency Graph. A dependency graph is a
type of graph.
• Graph is a general data structure. A collection of nodes and relationships between them.
• Graphs in general can be:
• Directed / Undirected
• Connected / Disconnected
• Cyclic / Acyclic
• In degree and out degree
PDG theory: Dependency Graph• Dependency Graph is a special application of a graph in
which edges represent dependent relationships between nodes.
• Dependency over time.
• DG have been around since the 60s : PERTT charts
• A common data structure
DG is a DAG• A Dependency Graph is
• Directed
• Acyclic
• Known as a DAG
• Can be connected or not
Puzzle Dependency Graph• PDG is the application of a dependency graph
to puzzles in a game.
• Nodes in a PDG represent puzzles.
• Edges represent dependent relationships or “the thing you get from solving the puzzle which you use to solve another puzzle”.
Puzzle / Dependency Definition• What is a puzzle?
• For the purposes of this discussion… A puzzle is anything you do in the game which satisfies the dependencies of other downstream puzzles.
• What is a dependency?
• Anything which you have to do to solve a puzzle!
• Recursive and self-referential definition which is totally lacking in mathematical formalism but still super useful.
Example• Need a sword to kill a dragon.
• Sword is in a locked chest.
• Need key to open the chest.
• “Kill the Dragon Puzzle” has a dependency on “Open the Chest puzzle”
• “Open the Chest Puzzle” has a dependency on “Get the Key Puzzle”
Let’s talk non-linear branching• Our example game is linear - each puzzle has a single
dependency and you must solve them each in order.
• Say the Opening the Chest puzzle had two dependencies - The hinge is rusty and you need an oil can to oil it before it will open - then you have a non-linear game segment.
• Player can solve Get the Key puzzle or Get the Oilcan puzzle in any order. Both must be solved to open the chest but the order is not important.
Day of the Tentacle• We’ve covered PDG in general.
• We talked about non-linear branching.
• Let’s talk about Day of the Tentacle.
• Classic LucasArts game released in 1993
• Written by Ron Gilbert and he used a PDG to do it.
The Day of the Tentacle• Play three characters in a time travel scenario.
• One primary goal - save the world
• Three sub-goals / sub-plots
• Power Hoagie’s Chron-o-John
• Power Laverne’s Chron-o-John
• Get a Diamond
• PDG is recreated here. Start with #1.
Day of the Tentacle PDG Features• Nodes are colored by the character.
• Dependencies show the “thing” you get.
• Graphs all have identical data, just different layouts.
What can we see here?• Single starting node
• Single leaf node
• What if multiple starting or ending conditions? This would mean multiple root or leaf nodes.
• Linear story game would have no branching and graph would be just a line.
Non-Linear Branching in DOTT• Non Linear Branching is when you have multiple puzzles “in flight” at the same time.
• With all their dependencies satisfied they are ready for the player to solve them.
• For example once you solve Get Laverne Outside you can solve
• Get Dentures to Laverne
• Get Box o’Laughs
• Disguise Laverne
• Visualized on the graph by Layers
What’s so great about non-linear branching?
• Pros: This has the benefit of giving plenty of things to do at any time and avoids holding up the game because the player is stuck on a single puzzle.
• Cons: (Dramatic claim #2) Non-Linear Branching makes narrative difficult.
Why does Non-Linear Branching make Narrative Difficult?
• Need to talk about Topological Orders
• A Topological Order is an order in which you can visit the nodes in the graph such that their dependencies have been resolved by the time you get there.
• In the case of a PDG it is an order in which you can solve the puzzles in the game.
• Topological Sort is an algorithm which can find a topological order. Generating a topological order is the most common use for a dependency graph.
How Many Topological Orders• There can be more than one valid order for a graph!
• How many?
• To get a lower bound on the answer we can just look at a single layer. Each layer can be fulfilled independently. So pick the third layer. There are 13 puzzles.
• To compute permutations you take factorial of the number of items in the set.
• 13! is > 6 billion ways in which you can arrange the elements of that set. So 6 billion orders those puzzles can be solved.
• Based on this number I stake my dramatic claim #1 (TM) that outside of using a walkthrough no two players have ever solved all the puzzles in this game in the same order.
Dynamic Storytelling• Professor Brian Moriarty’s talk about interactive storytelling: I sing the
Story Electric. Talk given at Practice 2015.
• A story is a particular causally related sequence of events
• Are these 6 billion paths through the graph all different stories?
• They are all particular sequences of events.
• But are these events causally related? We don’t know from looking at the graph. But from playing the game we know they are not.
No narrative thread• For example there is no narrative thread connecting
• Get the lab coat
• Get the Soap
• Make Vinegar
• Get the Dentures
• I got the lab coat, then I got the soap, then I made the vinegar, then I got the Dentures.
• These are puzzles with no connection to narrative.
Narrative Threads Go Vertically• There is a narrative thread moving down the graph.
• Get the Soap
• Start Storm
• Get kite
• Charge Battery
• Power-Hoagie’s Chron-o-John
• These events ARE causally related and thus are a story.
• “I got the soap which I used to wash the buggy which caused a rainstorm which caused Ben
Implications for Narrative• Non-linear branching makes narrative challenging. You can
have both easily but you can’t do them both at the same time easily.
• If you have a layer with two nodes then you could make a story for each path because there are only two paths. With three nodes there are 6 paths - still possible.
• The growth is factorial. If you have a layer with13 nodes… not possible.
How then?• So to create narrative and still have non-linear branching
you must isolate the sub-plots into their own dependency tree.
• Follow the dependencies backwards to ensure your plot points are all within the inverted dependency tree.
• This is probably why Noah Falstein and Ron Gilbert advise to start at the ending and work backwards.
Example• The graph on the right shows that in this game the
three major plots are almost completely isolated.
• Even within these sub-plots there is more isolation into sub-sub-plots.
• If you read the graph backwards you can make sense of the story. Reading it layer at a time, no.
Narrative Dependency Diagram• Untested theory - create a dependency diagram for narrative.
• Nodes would be anything which reveals a plot point
• Edges would be the plot points, narrative information
• The tree would represent multiple stories at once and could ensure that the narrative is consistent if the dependencies are satisfied.
• This might be able to be incorporated into the puzzle dependency graph also.
In short• Non-linear branching expands the graph horizontally.
• Narrative happens vertically.
• If you want puzzles to integrate with narrative you need to isolate the non-linear branching into manageable chunks
• This is exactly what DOTT does. See graph #3.
Tools• Why use tools?
• Graphs look better. Also they have automated layout algorithms and analysis possibilities.
• General graphing tools:
• Visio
• Omnigraffle
Tools 2• Graphviz - simple common file format
• Gephi - designed for larger graphs. Includes spreadsheet like functionality for extra node properties.
• Tulip - Sugiyama layout. Python scripting.
• Yed - The best for this purpose. Good hierarchical layouts with lots of options. Swimlanes. Very easy to use. Was used to create these graphs.
CAM• Cambridge Advanced Modeler
• Can generate DSM
• Can generate GANTT
• Can assign time range to each node and use statistical modeling to play with difficulty.
Summary• Make a puzzle dependency graph when designing your game
• Don’t fear non-linear branching
• Isolate narrative subplots
• Work backwards
• Use tools
• Thanks!