Presentation - Towards Emergent Gameplay: A Framework for Realistic Psychosocial Behaviour in NPCs
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Transcript of 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?