Semi-Autonomous Avatars in World of Minds A Case Study of AI-based Game Design ACE 2008 Yokohama, Japan Thursday, Dec 4, D1, 9.00 Mirjam Palosaari Eladhari

Embed Size (px)

Citation preview

  • Slide 1

Semi-Autonomous Avatars in World of Minds A Case Study of AI-based Game Design ACE 2008 Yokohama, Japan Thursday, Dec 4, D1, 9.00 Mirjam Palosaari Eladhari Gotland University, Sweden Michael Mateas University of California, Santa Cruz, USA Slide 2 Introduction Ngonting om mig doktorand p hgo (via teeside, CS + mathematics), tidigare spelprogrammerare, bg ven littvet&beteendevetenskap. Detta, exempel p ai driven spel design forskning EIS labbet i University of California SC. (MM) - handupprckning: mud. Ultima online. EQ. WoW? CRPGs? TTRPGs? Slide 3 Characters in MMOs Majority of characters in MMORPGs are player characters/avatars. Most character interaction take place between avatars. NPCs in MMORPGs mainly give quests, sell items or give information about the world. Slide 4 Round and Flat A flat character consist of only a few traits and usually have a single, static aim, transparent to the audience. A round character is complex and capable of contradiction, surprise and change. Round characters have a multitude of contradictory traits. (Forster, Aspects of the Novel, 1927) Slide 5 Chatman on Round Characters Round characters [] possess a variety of traits, some of them conflicting or even contradictory [...] We remember them as real people. They seem strangely familiar. Like real-life friends and enemies it is hard to describe what they are exactly like. (Chatman,Story and Discourse, 1978) In MMORPGs, the player characters ARE real Slide 6 Round and Flat A flat character consist of only a few traits and usually have a single, static aim, transparent to the audience. A round character is complex and capable of contradiction, surprise and change. Round characters have a multitude of contradictory traits. (Forster, Aspects of the Novel, 1927) NPCs Avatars Slide 7 Where MMOs fail Despite the focus on player-to-player interaction, current MMORPG designs fail to provide explicit support for helping players to roleplay and fail to incorporate such social interaction and roleplay into the game mechanics themselves. Slide 8 Goal To develop an AI-based game mechanic that brings round characters into MMORPGs to support the player in roleplaying through their avatar. Find ways to utilize the richness of the present human intelligence in virtual game worlds and via, the right triggers, enrich the game experience in terms of characterdriven drama woven into the virtual world through its rulesystem. Slide 9 Outline and summary One of the most exciting possibilities in game AI research is for AI to open up new game design possibilities. New AI will suggest new design possibilities while design will push back on AI requirements. This paper provides: A concrete case study of AI-centric game design, specifically describing how AI can be powerfully and effectively used in an MMORPG design. The Mind Module, a technical framework for modeling personality and emotion for both player and non-player characters. The World of Minds (WoM), an MMORPG that employs an AI-based game mechanic designed around the MM. Lessons learned from a paper prototype playtest of the mechanic. Slide 10 Mind Module overview Slide 11 Mind Module (MM) Overview a semi-autonomous agent architecture built to be used in a multiplayer environment as a part of the player's avatar. The MM models the avatar's personality as a collection of traits inspired by the FFM maintains dynamic emotion state as a function of interactions with objects in the environment and trait values, and summarizes the avatar's current emotional state as an inner and outer mood Spreading Activation Network (SAN) Slide 12 Deconstruction and reconstruction In psychlogy and neuropsychology the complexity of the human mind is made more comprehensible by deconstruction into subsystems. As builders of virtual humans we need to reconstruct agents that can function in way that is believable and useful to the users in the contexts and systems we devise. Slide 13 Node types Weighted network of interconnected nodes Slide 14 Two-dimensional affect plane Emotions: brief and focused (ie. directed at an intentional object) disposition Sentiments: permanent and focused disposition Mood: brief and global disposition Personality: permanent and global disposition Slide 15 Personality Plethora of personality theories; psychoanalytic, behaviorist, cognitive and biophysiological theories. Trait theory pioneered by Allport (1930ies) where the most prominent personality assessment is called the Five Factor Model. (also used by Guoliang, Klesen, Khirsagar, El Jed, etc) Slide 16 Five Factor Model NEO PI-R (also called OCEAN) Slide 17 Personality Trait Nodes Defines how you are. Traits: OCEAN model (Big five) Slide 18 Emotions in MM Emotion Weight to Inner Mood Weight to Outer Mood Amusement+2 Interest Excitement+1.5 Enjoyment/Joy+2 Relief+1.5 Satisfaction+2 Surprise+1.5 Confusion-1.5 Distress/Anguish-2-1.5 Fear/Terror-2 Anger-2 Shame/Humiliation-1.5 Sadness-2 Guilt-1.5 13 basic emotions, common to primates, as described by Ekman, Tomkins, Nathansson Slide 19 Emotion Nodes Define how you feel right now 13 Slide 20 Mood In everyday sense: An overall state or quality of feeling at a particular time Changes slower than emotions Temporary Highly contextual Lingers even if the context changes Becomes part of the next context Individual same type of event result in differents moods for different people. Slide 21 Moods private, inner mood extroverted side of the mood, how the character emotionally is relating to the game world and to other characters. Slide 22 Inner and Outer Mood The inner mood is the private sense of harmony that can be present even if the character is in an environment where events lead to a parallel mood of annoyance. The nature of the outer mood is social, and as such tied to emotions that are typically not only directed towards another entity but also often expressed toward an entity, such as anger or amusement. The two scales for the mood nodes open up the possibility of more complex states of mind than a single binary axis of moods that cancel each other out. Slide 23 Mood Define how you feel today Slide 24 We interpret the moods of people around us, and choose how to act accordingly Slide 25 Sentiments Emotional attachements MM allows several sentiments ie, of different emotions, to be attached toward an other entity, thus creating a compound set of sentiment. emergent sentiments origin from interactions with other entities in the world, thus creating emotional memories. authored sentiment sets have certain pre-set combinations. For example ``infatuation" is a combination of interest/excitement/amusement and joy toward another character. Slide 26 Player might realize it is a good idea to RUN! Slide 27 Slide 28 Sentiment Define how you generally feel about specific things An emotional disposition towards a specific object or class of objects. Slide 29 Node types Weighted network of interconnected nodes Slide 30 MM Summary The MM thus provides the player with information about the avatars feelings toward other entities in the world. Proximity to objects or characters affect the emotions, and thus the mood of an avatar, functioning as information the player can use to form an agenda for game play. Slide 31 World of Minds Game Play Slide 32 World of Minds Summary Prototype mutiplayer game world where the personalities of the inhabitants are the base for the game mechanics. When interacting with other characters, the action potential depend upon the player character's current mood and personality Slide 33 Basic Game Play of WoM Players need to defeat physical manifestations of negative mental states by using - Spells - Affective actions The spells available to the character depends on personality The affective actions available to the character depends on the current mood. Slide 34 Spells and mind energy Spells cost Mind Energy to use (mana) Attacks reduce Mind Resistanse (health) The amount of Mind Energy is tied to Outer Mood The amount of Mind Resistanse is tied to Inner Mood Slide 35 Fluctuations of Energy and Resistanse Slide 36 Slide 37