presentation - towards emergent gameplay: a framework for realistic psychosocial behaviour in npcs

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  • 7/28/2019 Presentation - Towards Emergent Gameplay: A Framework for Realistic Psychosocial Behaviour in NPCs

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    Towards Emergent Gameplay:A Framework for Realistic

    Psychosocial Behaviour in NPCs

    Thesis by Christine Bailey

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    Outline Motivation

    Previous research Problem statement

    Solution

    Contributions Future work

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    Motivation Video gamesa challenging area of AI

    Characters becoming more important ingamesBully &Assassins Creed

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    Previous Research Psychology

    Cognition, Emotion, Personality

    Social behaviour

    Current NPC architectures

    Emergent Gameplay

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    Emergence A.K.A. Emergent Gameplay

    Stimulus-Response in components (no

    system-level algorithms)

    Typically used in simple behaviours

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    Emergent Gameplay Simple component-level behaviours

    (Mechanics)

    +

    Interaction between those behaviours

    (Dynamics)

    =>

    Complex system-level behaviour (Aesthetics)

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    Emergent Gameplay in Thief Simple concrete components

    Torch + Water => Torch extinguished

    Candle + Oil => Fire

    Fire + Barrel => Ashes

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    Emergent Gameplay But, what does all this emergence stuff

    have to do with psychology or sociology?

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    Emergent Psychosocial

    Behaviour Emergent Gameplay concepts can be used

    to create more believable characters

    Using non-concrete components:

    Instead of candles, oil, and guards as

    components, we use psychosocial objects and

    concepts

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    Problem Statement A framework for emergent psychosocial

    behaviour in NPCs

    Flexible

    Real-time interactive performance

    Handles undefined circumstances Supports designer

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    Elements of a Social Psychology Situation

    Internal state

    Social information

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    Situation Environmental situation affects how people

    act

    Examples:

    Coffee vs. Earthquake

    Presentation stress

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    Internal State Trait hierarchy

    Examples:

    Personality

    Personality Traits

    Emotional Range

    Emotions Values, worldview

    Anything the designer wants

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    Social Information Who is around?

    What is my social standing in relation to them?

    Queen of England Drinking buddies

    Are they friends? Enemies? Strangers?

    What can we model?

    Peer pressure, conformity, groupthink?

    Mobbing/Panic?

    Social loafing?

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    Elements of Social Psychology Summary

    Situation

    Internal state

    Social information

    Next:

    Mechanics

    Defining NPC responses

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    Mechanics of an Emergent

    Psychosocial System Recall, Emergent Gameplay:

    Simple component-level behaviours

    +

    Interaction between those behaviours

    =>

    Complex system-level behaviour

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    MechanicsEmergent Gameplay So how is this done?

    Stimulus-Responses

    We must define how each object reacts to

    GENERAL stimuli in the environment

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    MechanicsEmergent Gameplay But

    These are concrete objects

    Arrows, candles, gas barrels,

    This has nothing to do with psychology,

    sociology,

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    MechanicsEmergent Gameplay An abstraction:

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    Mechanics of an Emergent Social

    Psychology

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    Mechanics of an Emergent Social

    Psychology Psychosocial actors:

    Anything that creates a psychological or social

    stimulus i.e. people, emotional events, possessions

    Psychosocial stimuli:

    Emotional stimuli, social stimuli

    i.e. joy, fear, hostile environment, panic Psychosocial reactors:

    Anything that can react

    Namely NPCs

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    MechanicsEmergent Gameplay Stimulus messages carry information about

    the stimulus:

    Stimulus type (i.e. joy, panic)

    Magnitude

    Propagation method (by contact, by range,)

    Fall off (can model social phenomena?)

    Social relevancewho is affected?

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    Defining NPC Responses Data-driven

    Mapping stimuli to actions

    Designer defines data to map:

    Psychosocial stimulus to appropriate

    reactions

    Reactions to associated internal traits

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    High-level Design Summary

    Elements of a social psychology

    Mechanics of an emergent social psychology

    Defining NPC Responses

    Next:

    Software design

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    Software Design Use an event listener and message passing

    to broadcast stimulus messages

    Psychosocial actors broadcast

    Psychosocial reactors listen

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    NPC Architecture

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    NPC Architecture

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    Prototype A simple proof-of-concept prototype was

    implemented

    Hard-coded, not data-driven Dynamic emotional range:

    joy, sadness, fear, anger, disgust

    Static personality:

    agreeableness/dominance

    Static symmetric social ties

    Behaviours: Hug, Greet, Snub, Attack

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    Prototype Evaluations were done:

    Efficiency and resource usage

    No significant increase in resource usage up to 10

    NPCs

    Scenarios to examine realistic psychosocial

    behaviour

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    Scenarios One hostile, everyone else happy

    One happy, everyone else unhappy

    Antagonistic groups

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    One hostile, everyone else happy One angry/hostile individual (Brona) who

    hates everyone else

    Everyone else happy

    Those with dominance matching Bronas

    responded with anger Those with dominance lower than Bronas

    responded with fear/sadness

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    One happy, everyone else

    unhappy One happy person who liked everyone,

    everyone else unhappy (angry, sad,

    disgusted, fearful)

    The happy persons joy spread through

    everyone eventually resulting in a steady-

    state utopia

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    One happy, Note: no negative feedback

    Joy was set up to spread

    Nobody strongly disliked anybody else, so a

    steady-state utopia was reached

    The one negative social tie present is too weak to

    cause a behavioural effect

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    Antagonistic groups Two distinct groups who dislike each other

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    Antagonistic groups

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    Something Interesting: Responses depended on current moods/sequence

    of interactions

    i.e. Hermione felt disgust in response to Goylesending snub

    Goyle would send snub only when not angry

    Goyle would send attack if angry

    Hermione felt anger in response to attack

    No steady state was reached: because of

    antagonism present

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    Scenarios - Conclusion Overall realistic and emergent behaviour

    Some tweaking may be required to get

    desirable responses

    Should be careful of steady-states:

    Be careful of positive feedback (i.e. joy in

    response to joy)

    Put in a mixture of people who like and

    dislike each other

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    Contributions Emergent psychosocial behaviour/interactions

    A variety of social concepts are supported by the

    framework Resource usage results encouraging

    Handles undefined circumstances without

    designer intervention Supports designer-defined traits

    Supports player-authored experience

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    Future Work Implement more traits & social concepts

    Social roles, group memberships, social influences,

    peer pressure, values, individual worldviews Dynamic social ties

    Implement data-driven traits

    Integration with fully-functional game User studies (realistic, gameplay experience?)

    Splintering of social groups

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    Any questions?