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Keynote

 The role of AI
in social games

     Uppsala
   August 2011
   Mirjam Palosaari Eladhari
  Gotland University, Sweden
Common views:
  •   ”Social games doesn’t have any AI”
  •   ”Social games doesn’t need any AI – they have people”



In this talk:
  •   What does ”AI” and ”social” mean anyway?
  •   Social actions in terms of operational logics
  •   AI based game design
  •   Research prototype(s)
  •   A recipe
AI
    Artificial intelligence


the study and design of intelligent agent where
   an intelligent agent is a system that perceives
   its environment and takes actions that
   maximize its chances of success.
  (Russell & Norvig 2003 – a commonly used textbook)


the science and engineering of making intelligent
   machines         .
   (McCarthy, 1956 – coining the term)
Social
The term Social refers to a characteristic of
living organisms (humans in particular, though
biologists also apply the term to populations
of other animals).
It always refers to the interaction of organisms
with other organisms and to their collective
co-existence, irrespective of whether they are
aware of it or not, and irrespective of whether
the interaction is voluntary or involuntary.
Games on social
       networks
• We say “social games” – we mean “social
  network games” (Siegel 2011). Usually that
  means:
  • Facebook
  • Asynchronous play
    (like old chess-by-
    mail games)
  • Metaphors for socializing
    (like sending gifts)
Social game types
If Critera: Interactions between players
   mediated by game rules
    •   LARP
    •   Table top & card games
    •   MMORPGS
    •   Competitive FPS
    •   Asynchronous games on social platforms….
    •   etc

Broad! Most games except single player games
  would fit the critera, making it irrelevant.
Social actions

In games, many low level processes together
   represent metaphors for actions.
We often to call games “social” if these processes are metaphors for
   social actions. (ie, “greet” is social, while “shoot” isn’t seen as social
   in and everyday context.)
Operational logics has been defined as follows (Wardrip-Fruin and
  Mateas, 2009): “An operational logic defines an authoring
  (representational) strategy, supported by abstract processes or
  lower-level logics, for specifying the behaviors a system must
  exhibit in order to be understood as representing a specified
  domain to a specified audience.”
Illustration:Invade
(though nice re game mechanics the mataphore isn’t social)




• Empires and allies
In this talk Social
       games are

• (game) Systems where coexisting organisms
  interact.
• The organisms are intended to appear life-
  like (or believiable)
• The actions avialable to organisms in the
  system are metaphors for social actions (in
  the everyday sense of living beings socialising)
AI based Game design
AIGD is the practice of creating games where
  the AI is an intrinsic part of the game design,
  intertwined in the game mechanics.
When we talk about AI in games we approach it not only as a set of
  techniques, such as BDI architectures or path planners, but from a
  more philosophical perspective: the AI in AI based game design
  refers to when computational processes are designed and
  implemented to create the impression of something that acts
  with intentionality. This ‘something’ can be an agent, such as a
  non-player character, but it can also be a process that creates
  content for the game, such as quests, or new levels in a game.
www.aigamedesign.com
Why AIGD
•       In the space of AI based game design, established AI technologies
        are used for innovative game design, and the needs emerging from
        game designs push forward the innovation of AI technologies.
•       A commonly held view regarding AI and games:
    •       it is enough to create the impression of intelligence, the “smoke
           and mirrors”, by choosing the right cues that makes players use
           their mental models of a representation, relying on players’
           immersion and imagination.
    •      This is not a reason to not go beyond smoke and mirrors!
    •      We can do real magic! Especially if we use the intelligence of the
           players. (again, remember Else’s talk on A-Life yesterday)
AI to support the
player character
Semi Autonomy



Semi-autonomous avatars are agents whose
actions are controlled partly by users and
partly by artificial intelligence (AI) components.
Approaches
    to semi-autnomous avatars
•       Relief
    •      Players can be relieved of cognitive and operational load by for
           example automating the animations of body-language of avatars.
•       Expression
    •      Means of expression through body-language, types of actions
           performed, and reaction tendencies can express the nature of
           specific avatars to other players in the same world.
•       Impression
    •      Character-information available only to avatars' own players and
           personalised, subjective world-representations create individual
           impressions of worlds and avatars' parts in them.

           More info here: Semi-Autonomous Avatars in Games, Eladhari, M.P, 10th International Conference on Intelligent Virtual
           Agents, Philadelphia, Pennsylvania, USA, September 2010.
Goals




A shared aim of these approaches is to
increase the believability of elements in the
game worlds and the sense of presence and
immersion for players.
Social game examples
  (that are ”social” as described earlier in this talk)
Game examples
•   PromWeek: Social physics
•   Pataphysic Institute: mental physics
•   Sims Social: avatar simulations
Prom Week
• Prom Week: simulates characters in a
  network of relationships. God-perspective
  for player. Goals: play with the characters’
  social actions in order to reach
  relationship goals.
• AI: CiF
  architecture


 Comme il Faut 2: A fully realized model for socially-oriented gameplay, by Josh McCoy, Mike Treanor, Ben Samuel,
 Brandon Tearse, Michael Mateas, and Noah Wardrip-Fruin. In Proceedings of the FDG Intelligent Narrative
 Technologies 3 Workshop (FDG-INT3 2010), Monterey, CA. June 2010.
Pataphysic Institute
• PI: simulates characters in networks of
  relationships. 3rd person Role playing
  persoective for player: Goals attune own
  others mood in order to defeat common
  enemies.


• AI:
  The Mind Module
Sims social
Taking the multiagent
simulation model and
applying a main-
character- perspective
on it.
Using real-world
relationships – the
character the player
controls interact with
characters of facebook
friends. (timely
illustration of the 3rd
era of gaming as
described by Garriot
2011 GDCE)
Social Perspectives
• PromWeek: Player manipulates many other
  characters (multi-agent simulation) from a top-
  down perspective.
• PI: Player control own avatar while interacting
  with other players’ characters, mobs and
  NPCs.
• Sims Social: Player controls a single character
  while it interacts with representations of
  facebook friends’ characters. (asyncronous
  play, hybrid of multi/single player)
Working with the
pataphysic institute
    prototype


        follow the work at
    www.projectconstructive.com
Goal: support Role-
   Play in VGWs

• Cater for complex, interesting avatars
• support players in expressing consistent,
  interesting player characters in VGWs?
  • body-language etc.
• Support by rule system in order to make the
  actions performed characterising for particular
  avatars.

              Mirjam P Eladhari, Michael Mateas   University of Californa Santa Cruz
Characterising Action
   Potential (CAP)

CAP is what characters can do at a given moment that
  characterise them, both in terms of observable behaviour and
  in expression of true character - a character's essential nature,
  expressed by the choices a character makes.


The observable characteristics include visual appearance, what
   body language characters use, what sounds they make, what
   they say, and most important, what they do and how they
   behave.
Experimental set-up
• Agent architecture: The Mind Module
• Prototype Game World: The Pataphysic
  Institute
• Play-tests and interviews which are video
  taped and transcribed verbatim. Allows
  assessment of:
      •   Interaction

      •   Players’ attitudes

      •   Players’ mental models of system.
                                              More on the method in Design for Results: Considerations for
                                              Experimental Prototyping and Play Testing Using Iterative Game
                                              Design, by Eladhari M. P., Ollila, E.M.I. Game Research Methods,
                                              University of Tampere, Finland, 8-9 April 2010.
Mind module
The Mind Module
•   Spreading Activation Network of Affect nodes
•   Semiautonomous agent architecture.
     •   Semiautonomous agents are partly controlled by
         their players, and partly controlled by context-
         sensitive action potential and expression possibilities,
         as well as by varying degrees of autonomous
         reactions to in-game situations specific to the VGW
         the agents inhabits.
•   Gives avatars virtual minds in addition to virtual bodies.
Affect Nodes of MM
Personality Trait Nodes




                            Define avatar
                            personality



Traits: Five Factor Model
Emotion Nodes



16
     Active emotion
     nodes define
     how an avatars
     feels ‘right
     now’
Mood



  Define how an
  avatar feel
  today
Sentiment
An emotional disposition towards a specific object
              or class of objects.


                        Define how
                        avatar
                        generally feels
                        about specific
                        things
Node Weights
Personality Trait -> Emotion                                     Emotion -> Mood




   Personality traits affect how strongly characters feel emotions. Emotions affect characters’ mood.
Pataphysic Institute
          emotional combat system!

     Personality trait based characters!

           Player-created bosses!

Manifestations of own Traumas and epiphanies!
Pataphysic Institute

• Prototype virtual game world where the
  personalities of the inhabitants are the base for
  the game mechanics.


• When interacting with other characters, the action
  potential depends upon the player character's
  current mood and personality
production
PI is built in the company Pixeltamer's framework for web based
multiplayer games and is played in a web browser through a Java
applet.
PI is an application developed for conducting experimental game
design research using iterative design and guided play tests. The
MM is used as a library.
     •   Programming of Client and Server by Christoph Pech.

     •   IPIP NEO - scoring system and report routines provided by John A.
         Johnson, rewritten to C++ by Christoph Pech

     •   Graphics: 3DS Max models by Ola Persson

     •   Leveldesign by Musse Dolk

     •   Scripting by Johan Sköld
Basic Game Play

•   Players need to defeat physical manifestations of negative
    mental states by using
        •   Spells
        •    Affective actions
•   The spells available to characters depends on their
    personality and current mood.
•   The affective actions available to a character depend on
    the current mood.
’pataphysics
’pataphysics


Jarry (the early 1900s, Paris)
"the science of imaginary solutions, which
   symbolically attributes the properties of
   objects, described by their virtuality, to their
   lineaments“
Raymond Queneau has described 'pataphysics as
  resting "on the truth of contradictions and
  exceptions."
’pataphysics


‘Pataphysics is an inner posture, a discipline, a
   science and an art; it allows every human to live
   her life as an exception, which doesn't prove any
   other law than its own.



Above my favourite definition. My translation from a book in Swedish by Claes Hylinger
Back-story
•   Players are introduced to the back story of PI before they
    log on, by reading the diary of Katherine, an investigator
    who was sent in to PI to investigate the consequences of a
    mysterious event called the Outbreak. In PI, reality has
    been replaced by the inhabitants interpretation of
    reality, and their mental states are manifested physically in
    the environment.
•   The head of human resources at PI has taken upon
    himself the task of understanding the new and unknown
    world by applying personality theories. He forces everyone
    in PI to take personality tests, and studies what types of
    abilities these persons get: Mind Magic Spells.
•   Teresa focuses on the finding that social interactions
    between people suddenly in acutely concrete emotional
    reactions. She calls these Affective Actions (AAs), and
    tries to understand her changed environment by studying
    the patterns of these.
The gate keeper
Character Creation
Big Five (OCEAN, FFM)
assessed using IPIP NEO
Mind Module Info
Dialog with Karl
Node Weights
      Karl: what I can do and can’t do is tied to my mood! The mood seems to be connected to my personality and my emotions. I
      think its like that for all of us. But we seem to be able to gain more resistance and energy as we learn to act in this world.


Personality Trait -> Emotion                                                         Emotion -> Mood




   Personality traits affect how strongly characters feel emotions. Emotions affect characters’ mood.
Mind energy and
                  resistance
Karl: what I can do and can’t do is tied to my mood! The mood seems to be connected to my personality and my emotions. I
think its like that for all of us. But we seem to be able to gain more resistance and energy as we learn to act in this world.
Mood status display
Teresa
Mood Area restrictions
      for affective actions
 Teresa: Affective actions are quite remarkable. They force an emotional reaction!
         If you are in a receptive mood that is.


Players can perform affective actions towards
other characters in order to change their mental
state in both positive and negative ways. By
affecting others mood's the selection of their
available spells and AAs is changed.

Example:
The AA Comfort can be used successfully on
targets that have an active emotion node of
Sadness, but only if the player's own avatar is not
in the area of Furious on the mood co-ordinate
system
Affective actions
Manifestations
Single Sentiment Manifestations (SSMs)             Compound Manifestations (CMs)
   - origin in a single emotion
                                                   -   unique, that is, there is only one
   - limited amount of mental resistance and       -   CMs are stronger than SSMs in terms
   energy.                                             of larger maximum amounts of MR
                                                       and ME
   - The spells an SSM can cast increase the
   value of 'their' emotion in targeted entity.    -   more versatile in their behaviour, they
                                                       can cast both spells and AAs.
   Instantiation: scripted or created              -   In order to vanquish a CM generally
   automatically when avatars experience               several players need to co-operate.
   strong emotions. For example, if a PC 'feels'
   a Joy intensely the SSM Joy Jumbo is                Instantiation: CMs are scripted or
   instantiated in proximity to the PC.                authored by players.
Colossuses of
 Confusion
Curses and Blessings
• Avatars can be affected by the spells
  Sentiment Curse and Sentiment Blessing.
• Sentiment Curse gives an avatar a strong
  negative sentiment that has a zero decay rate.
  • Example: curse of Guilt.
    The way to get rid of this sentiment is to
    create a manifestation of the sentiment, a
    compound manifestation (CM). If the CM is
    vanquished, the sentiment disappears.
Player created CM
Spells
Mind     Mood Area
         restrictions
Magic     for spells
Spells
Defeating guilt
Play test
Play testing
                        Film
                       Camera
                                               Player 1
                         1
                                              (Object of
                                                           Game
                                               Desire)
                                                           Master
                                   Player 2                         Player 3




In Clients:
-Log files of play (one file for
each avatar)                                                                     Film
-Camtasia recordings of
                                                                               Camera
      :-voice (microphone in
     headset),
     -Face (webcam),
     - Actions (taping of screen)
Play testing

            Player 1
           (Object of
                        Game
            Desire)
                        Master
Player 2                         Player 3
Plat test scale and
        scope

• Multi-player tests – 3 players + 1 game master
• 3 scenarios:
  1. use AA’s according to roles in a group
  2. learn to use spells towards manifestations
  3. Player’s authoring of manifestation.
     Cooperate in group to overcome them.
Scenario 1-AAs
Scenario: Two avatars competing for the affections of the third
GM asked players to picture a situation where two of them (Player 1
  and 2) had played together for a while, and that the third (Player 1)
  was new to them,
2. Learning spells Defeating
       manifestations
Scenario 2: GM takes group to area with negative single
   sentiment manifestations.
Goal: cooperate to overcome them, and learn own special
  personality spells.
3 player authored foes
GM ask player to curse each other. Cursed player manifests the emotion
they cursed with. Players’ goals: deafeat the foe using grouped indivuals’
spells. Use AAs to affect each others moods needed to defeat foe.
Players’ Strategies
uses of Affective
actions in scenario 3:

1. as authorial building blocks when creating
   their compound manifestations,
2. to manipulate the mood of each other’s
   avatars when they attempted to neutralize the
   manifestations, and
3. to diminish values of the emotion nodes of
   the opposing manifestations.
Vertical slice test
       outcomes
• In the test: Using vertical slice in order to narrow down
  • Successful designs
  • Results of general
    interest
• Design-wise for prototype: Players’ creation of
  manifestations, and the strategies used to defeat them: a
  combination of rule-set, and ”real” past experiences.
• General regarding avatar & agent behaviors: levels of
  autonomy & focus on secondary behavior (read more in
  digra’11 paper)
           Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World, by Eladhari M.P, Proceedings
           of DiGRA 2011 Conference: Think Design Play, Utrecht School of the Arts, the Netherlands, 2011.
Wrapping up
AI + ’social’ games =
  = New AI tech!
  Design challenges in social games can drive
  new develelompent in AI technicues – new
  problems, new solutions
= New types of games!
  Games with metaphores for social actions –is
  in the domain of beleviable agents and
  expessive AI – new game experiences built
  using knowledge about social behaviors.
            www.aigamedesign.com
Why it works

• Leverage the power of relationships in the
  “third era” (Garriott 2011) – both between
  individuals, and formations of groups.
• Notion of what is ”real” (Bartle 2003). Player-
  created ’real’ content in frameworks of fiction:
  compelling. (If the balance suits players’
  golden mean for real-connection vs escapism.)
Final words.
      I suspect that:
        Player created/generated “realness”
                          +
               mental/social physics
                         +
rule-systems giving appropriate affordances for action
                         +
 support for avatar expression, impression & relief
                          =
                  meaningful fun.
Reading

•   Comme il Faut 2: A fully realized model for socially-oriented gameplay, by Josh
    McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, and
    Noah Wardrip-Fruin. In Proceedings of the FDG Intelligent Narrative
    Technologies 3 Workshop (FDG-INT3 2010), Monterey, CA. June 2010.
•   Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game
    World, by Eladhari M.P, Proceedings of DiGRA 2011 Conference: Think
    Design Play, Utrecht School of the Arts, the Netherlands, 2011.
•   Design for Results: Considerations for Experimental Prototyping and Play Testing
    Using Iterative Game Design, by Eladhari M. P., Ollila, E.M.I. Game Research
    Methods, University of Tampere, Finland, 8-9 April 2010. The paper was
    selected for publication in a special issue of the journal Simulation &
    Gaming
www.projectconstructive.com




 Thank you
for listening
       Mirjam Eladhari




contact: mirjam.eladhari@hgo.se
Recent Play tests


Play-tests of the PI prototype focussing on
-   Authored relationships within the group (triangular tensions
    given by sentiments)
-   Players’ authoring of CMs – their contributions to the game
    world
-   patterns of play when the group deals with the CM’s they
    created. Role-takings and strategies.
FUTuRE TESTING:
- players’ attitudes towards CAP in PI for
  role-play
- Sentiments for story construction (more)
- Semi-autonomy – balance of player-
  control versus autonomous behaviours of
  avatars
- Autonomous agents (NPCs) with MMs,
  use of reactive planning for behaviour
  selection
Current Work
Analysis of play test data
  • Video’s of game play in the client, along
    with player’s face and voice
  • Surveys
  • Log files
    •   counts of Affective Actions towards group.memebers,
        depending on sentiments between avatars
    •   Counts of Affective Actions and Spells between entities
        when conquering the CMs players authored
Future Directions


Prototyping and play-testing methods for game
  design research.


Utilisation of bio-feedback from players, both for
  design and for play-testing.
Narrative
Potential
 in VGWs
Stance



How affordances and action potential of avatars
  in multiplayer settings can affect narrative
  potential.
Outline

•       Semi Autonomy
    •    Relief, impression, expression
• PI and MM
    • Agent Architecture: The Mind Module
    • Prototype: The Pataphysic Institute
• CAP of semi-autonomous avatars and
  narrative potential.
Impression
Character-information available only to avatars'
  own players shows the action potential of the
  avatars - what they can do at a given moment
  and how. The properties of avatars can be
  used to represent the game world subjectively,
  helping players to identify with their
  representations and immerse themselves into
  story worlds.
Ex: in Michael’s Subjective Avatars users receive
  text descriptions of environments which react
  avatars emotional states.
Control

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The role of ai in social games eladhari2011 uppsalauni

  • 1. Keynote The role of AI in social games Uppsala August 2011 Mirjam Palosaari Eladhari Gotland University, Sweden
  • 2. Common views: • ”Social games doesn’t have any AI” • ”Social games doesn’t need any AI – they have people” In this talk: • What does ”AI” and ”social” mean anyway? • Social actions in terms of operational logics • AI based game design • Research prototype(s) • A recipe
  • 3. AI Artificial intelligence the study and design of intelligent agent where an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success. (Russell & Norvig 2003 – a commonly used textbook) the science and engineering of making intelligent machines . (McCarthy, 1956 – coining the term)
  • 4. Social The term Social refers to a characteristic of living organisms (humans in particular, though biologists also apply the term to populations of other animals). It always refers to the interaction of organisms with other organisms and to their collective co-existence, irrespective of whether they are aware of it or not, and irrespective of whether the interaction is voluntary or involuntary.
  • 5. Games on social networks • We say “social games” – we mean “social network games” (Siegel 2011). Usually that means: • Facebook • Asynchronous play (like old chess-by- mail games) • Metaphors for socializing (like sending gifts)
  • 6. Social game types If Critera: Interactions between players mediated by game rules • LARP • Table top & card games • MMORPGS • Competitive FPS • Asynchronous games on social platforms…. • etc Broad! Most games except single player games would fit the critera, making it irrelevant.
  • 7. Social actions In games, many low level processes together represent metaphors for actions. We often to call games “social” if these processes are metaphors for social actions. (ie, “greet” is social, while “shoot” isn’t seen as social in and everyday context.) Operational logics has been defined as follows (Wardrip-Fruin and Mateas, 2009): “An operational logic defines an authoring (representational) strategy, supported by abstract processes or lower-level logics, for specifying the behaviors a system must exhibit in order to be understood as representing a specified domain to a specified audience.”
  • 8. Illustration:Invade (though nice re game mechanics the mataphore isn’t social) • Empires and allies
  • 9. In this talk Social games are • (game) Systems where coexisting organisms interact. • The organisms are intended to appear life- like (or believiable) • The actions avialable to organisms in the system are metaphors for social actions (in the everyday sense of living beings socialising)
  • 10. AI based Game design AIGD is the practice of creating games where the AI is an intrinsic part of the game design, intertwined in the game mechanics. When we talk about AI in games we approach it not only as a set of techniques, such as BDI architectures or path planners, but from a more philosophical perspective: the AI in AI based game design refers to when computational processes are designed and implemented to create the impression of something that acts with intentionality. This ‘something’ can be an agent, such as a non-player character, but it can also be a process that creates content for the game, such as quests, or new levels in a game. www.aigamedesign.com
  • 11. Why AIGD • In the space of AI based game design, established AI technologies are used for innovative game design, and the needs emerging from game designs push forward the innovation of AI technologies. • A commonly held view regarding AI and games: • it is enough to create the impression of intelligence, the “smoke and mirrors”, by choosing the right cues that makes players use their mental models of a representation, relying on players’ immersion and imagination. • This is not a reason to not go beyond smoke and mirrors! • We can do real magic! Especially if we use the intelligence of the players. (again, remember Else’s talk on A-Life yesterday)
  • 12. AI to support the player character
  • 13. Semi Autonomy Semi-autonomous avatars are agents whose actions are controlled partly by users and partly by artificial intelligence (AI) components.
  • 14. Approaches to semi-autnomous avatars • Relief • Players can be relieved of cognitive and operational load by for example automating the animations of body-language of avatars. • Expression • Means of expression through body-language, types of actions performed, and reaction tendencies can express the nature of specific avatars to other players in the same world. • Impression • Character-information available only to avatars' own players and personalised, subjective world-representations create individual impressions of worlds and avatars' parts in them. More info here: Semi-Autonomous Avatars in Games, Eladhari, M.P, 10th International Conference on Intelligent Virtual Agents, Philadelphia, Pennsylvania, USA, September 2010.
  • 15. Goals A shared aim of these approaches is to increase the believability of elements in the game worlds and the sense of presence and immersion for players.
  • 16. Social game examples (that are ”social” as described earlier in this talk)
  • 17. Game examples • PromWeek: Social physics • Pataphysic Institute: mental physics • Sims Social: avatar simulations
  • 18. Prom Week • Prom Week: simulates characters in a network of relationships. God-perspective for player. Goals: play with the characters’ social actions in order to reach relationship goals. • AI: CiF architecture Comme il Faut 2: A fully realized model for socially-oriented gameplay, by Josh McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, and Noah Wardrip-Fruin. In Proceedings of the FDG Intelligent Narrative Technologies 3 Workshop (FDG-INT3 2010), Monterey, CA. June 2010.
  • 19.
  • 20. Pataphysic Institute • PI: simulates characters in networks of relationships. 3rd person Role playing persoective for player: Goals attune own others mood in order to defeat common enemies. • AI: The Mind Module
  • 21.
  • 22. Sims social Taking the multiagent simulation model and applying a main- character- perspective on it. Using real-world relationships – the character the player controls interact with characters of facebook friends. (timely illustration of the 3rd era of gaming as described by Garriot 2011 GDCE)
  • 23. Social Perspectives • PromWeek: Player manipulates many other characters (multi-agent simulation) from a top- down perspective. • PI: Player control own avatar while interacting with other players’ characters, mobs and NPCs. • Sims Social: Player controls a single character while it interacts with representations of facebook friends’ characters. (asyncronous play, hybrid of multi/single player)
  • 24. Working with the pataphysic institute prototype follow the work at www.projectconstructive.com
  • 25. Goal: support Role- Play in VGWs • Cater for complex, interesting avatars • support players in expressing consistent, interesting player characters in VGWs? • body-language etc. • Support by rule system in order to make the actions performed characterising for particular avatars. Mirjam P Eladhari, Michael Mateas University of Californa Santa Cruz
  • 26. Characterising Action Potential (CAP) CAP is what characters can do at a given moment that characterise them, both in terms of observable behaviour and in expression of true character - a character's essential nature, expressed by the choices a character makes. The observable characteristics include visual appearance, what body language characters use, what sounds they make, what they say, and most important, what they do and how they behave.
  • 27. Experimental set-up • Agent architecture: The Mind Module • Prototype Game World: The Pataphysic Institute • Play-tests and interviews which are video taped and transcribed verbatim. Allows assessment of: • Interaction • Players’ attitudes • Players’ mental models of system. More on the method in Design for Results: Considerations for Experimental Prototyping and Play Testing Using Iterative Game Design, by Eladhari M. P., Ollila, E.M.I. Game Research Methods, University of Tampere, Finland, 8-9 April 2010.
  • 29. The Mind Module • Spreading Activation Network of Affect nodes • Semiautonomous agent architecture. • Semiautonomous agents are partly controlled by their players, and partly controlled by context- sensitive action potential and expression possibilities, as well as by varying degrees of autonomous reactions to in-game situations specific to the VGW the agents inhabits. • Gives avatars virtual minds in addition to virtual bodies.
  • 31. Personality Trait Nodes Define avatar personality Traits: Five Factor Model
  • 32. Emotion Nodes 16 Active emotion nodes define how an avatars feels ‘right now’
  • 33. Mood Define how an avatar feel today
  • 34. Sentiment An emotional disposition towards a specific object or class of objects. Define how avatar generally feels about specific things
  • 35. Node Weights Personality Trait -> Emotion Emotion -> Mood Personality traits affect how strongly characters feel emotions. Emotions affect characters’ mood.
  • 36. Pataphysic Institute emotional combat system! Personality trait based characters! Player-created bosses! Manifestations of own Traumas and epiphanies!
  • 37. Pataphysic Institute • Prototype virtual game world where the personalities of the inhabitants are the base for the game mechanics. • When interacting with other characters, the action potential depends upon the player character's current mood and personality
  • 38. production PI is built in the company Pixeltamer's framework for web based multiplayer games and is played in a web browser through a Java applet. PI is an application developed for conducting experimental game design research using iterative design and guided play tests. The MM is used as a library. • Programming of Client and Server by Christoph Pech. • IPIP NEO - scoring system and report routines provided by John A. Johnson, rewritten to C++ by Christoph Pech • Graphics: 3DS Max models by Ola Persson • Leveldesign by Musse Dolk • Scripting by Johan Sköld
  • 39. Basic Game Play • Players need to defeat physical manifestations of negative mental states by using • Spells • Affective actions • The spells available to characters depends on their personality and current mood. • The affective actions available to a character depend on the current mood.
  • 41. ’pataphysics Jarry (the early 1900s, Paris) "the science of imaginary solutions, which symbolically attributes the properties of objects, described by their virtuality, to their lineaments“ Raymond Queneau has described 'pataphysics as resting "on the truth of contradictions and exceptions."
  • 42. ’pataphysics ‘Pataphysics is an inner posture, a discipline, a science and an art; it allows every human to live her life as an exception, which doesn't prove any other law than its own. Above my favourite definition. My translation from a book in Swedish by Claes Hylinger
  • 43. Back-story • Players are introduced to the back story of PI before they log on, by reading the diary of Katherine, an investigator who was sent in to PI to investigate the consequences of a mysterious event called the Outbreak. In PI, reality has been replaced by the inhabitants interpretation of reality, and their mental states are manifested physically in the environment. • The head of human resources at PI has taken upon himself the task of understanding the new and unknown world by applying personality theories. He forces everyone in PI to take personality tests, and studies what types of abilities these persons get: Mind Magic Spells. • Teresa focuses on the finding that social interactions between people suddenly in acutely concrete emotional reactions. She calls these Affective Actions (AAs), and tries to understand her changed environment by studying the patterns of these.
  • 45. Character Creation Big Five (OCEAN, FFM) assessed using IPIP NEO
  • 48. Node Weights Karl: what I can do and can’t do is tied to my mood! The mood seems to be connected to my personality and my emotions. I think its like that for all of us. But we seem to be able to gain more resistance and energy as we learn to act in this world. Personality Trait -> Emotion Emotion -> Mood Personality traits affect how strongly characters feel emotions. Emotions affect characters’ mood.
  • 49. Mind energy and resistance Karl: what I can do and can’t do is tied to my mood! The mood seems to be connected to my personality and my emotions. I think its like that for all of us. But we seem to be able to gain more resistance and energy as we learn to act in this world.
  • 52. Mood Area restrictions for affective actions Teresa: Affective actions are quite remarkable. They force an emotional reaction! If you are in a receptive mood that is. Players can perform affective actions towards other characters in order to change their mental state in both positive and negative ways. By affecting others mood's the selection of their available spells and AAs is changed. Example: The AA Comfort can be used successfully on targets that have an active emotion node of Sadness, but only if the player's own avatar is not in the area of Furious on the mood co-ordinate system
  • 54. Manifestations Single Sentiment Manifestations (SSMs) Compound Manifestations (CMs) - origin in a single emotion - unique, that is, there is only one - limited amount of mental resistance and - CMs are stronger than SSMs in terms energy. of larger maximum amounts of MR and ME - The spells an SSM can cast increase the value of 'their' emotion in targeted entity. - more versatile in their behaviour, they can cast both spells and AAs. Instantiation: scripted or created - In order to vanquish a CM generally automatically when avatars experience several players need to co-operate. strong emotions. For example, if a PC 'feels' a Joy intensely the SSM Joy Jumbo is Instantiation: CMs are scripted or instantiated in proximity to the PC. authored by players.
  • 56. Curses and Blessings • Avatars can be affected by the spells Sentiment Curse and Sentiment Blessing. • Sentiment Curse gives an avatar a strong negative sentiment that has a zero decay rate. • Example: curse of Guilt. The way to get rid of this sentiment is to create a manifestation of the sentiment, a compound manifestation (CM). If the CM is vanquished, the sentiment disappears.
  • 59. Mind Mood Area restrictions Magic for spells Spells
  • 61.
  • 63. Play testing Film Camera Player 1 1 (Object of Game Desire) Master Player 2 Player 3 In Clients: -Log files of play (one file for each avatar) Film -Camtasia recordings of Camera :-voice (microphone in headset), -Face (webcam), - Actions (taping of screen)
  • 64. Play testing Player 1 (Object of Game Desire) Master Player 2 Player 3
  • 65. Plat test scale and scope • Multi-player tests – 3 players + 1 game master • 3 scenarios: 1. use AA’s according to roles in a group 2. learn to use spells towards manifestations 3. Player’s authoring of manifestation. Cooperate in group to overcome them.
  • 66. Scenario 1-AAs Scenario: Two avatars competing for the affections of the third GM asked players to picture a situation where two of them (Player 1 and 2) had played together for a while, and that the third (Player 1) was new to them,
  • 67. 2. Learning spells Defeating manifestations Scenario 2: GM takes group to area with negative single sentiment manifestations. Goal: cooperate to overcome them, and learn own special personality spells.
  • 68. 3 player authored foes GM ask player to curse each other. Cursed player manifests the emotion they cursed with. Players’ goals: deafeat the foe using grouped indivuals’ spells. Use AAs to affect each others moods needed to defeat foe.
  • 70. uses of Affective actions in scenario 3: 1. as authorial building blocks when creating their compound manifestations, 2. to manipulate the mood of each other’s avatars when they attempted to neutralize the manifestations, and 3. to diminish values of the emotion nodes of the opposing manifestations.
  • 71. Vertical slice test outcomes • In the test: Using vertical slice in order to narrow down • Successful designs • Results of general interest • Design-wise for prototype: Players’ creation of manifestations, and the strategies used to defeat them: a combination of rule-set, and ”real” past experiences. • General regarding avatar & agent behaviors: levels of autonomy & focus on secondary behavior (read more in digra’11 paper) Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World, by Eladhari M.P, Proceedings of DiGRA 2011 Conference: Think Design Play, Utrecht School of the Arts, the Netherlands, 2011.
  • 73. AI + ’social’ games = = New AI tech! Design challenges in social games can drive new develelompent in AI technicues – new problems, new solutions = New types of games! Games with metaphores for social actions –is in the domain of beleviable agents and expessive AI – new game experiences built using knowledge about social behaviors. www.aigamedesign.com
  • 74. Why it works • Leverage the power of relationships in the “third era” (Garriott 2011) – both between individuals, and formations of groups. • Notion of what is ”real” (Bartle 2003). Player- created ’real’ content in frameworks of fiction: compelling. (If the balance suits players’ golden mean for real-connection vs escapism.)
  • 75. Final words. I suspect that: Player created/generated “realness” + mental/social physics + rule-systems giving appropriate affordances for action + support for avatar expression, impression & relief = meaningful fun.
  • 76. Reading • Comme il Faut 2: A fully realized model for socially-oriented gameplay, by Josh McCoy, Mike Treanor, Ben Samuel, Brandon Tearse, Michael Mateas, and Noah Wardrip-Fruin. In Proceedings of the FDG Intelligent Narrative Technologies 3 Workshop (FDG-INT3 2010), Monterey, CA. June 2010. • Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World, by Eladhari M.P, Proceedings of DiGRA 2011 Conference: Think Design Play, Utrecht School of the Arts, the Netherlands, 2011. • Design for Results: Considerations for Experimental Prototyping and Play Testing Using Iterative Game Design, by Eladhari M. P., Ollila, E.M.I. Game Research Methods, University of Tampere, Finland, 8-9 April 2010. The paper was selected for publication in a special issue of the journal Simulation & Gaming
  • 77. www.projectconstructive.com Thank you for listening Mirjam Eladhari contact: mirjam.eladhari@hgo.se
  • 78. Recent Play tests Play-tests of the PI prototype focussing on - Authored relationships within the group (triangular tensions given by sentiments) - Players’ authoring of CMs – their contributions to the game world - patterns of play when the group deals with the CM’s they created. Role-takings and strategies.
  • 79. FUTuRE TESTING: - players’ attitudes towards CAP in PI for role-play - Sentiments for story construction (more) - Semi-autonomy – balance of player- control versus autonomous behaviours of avatars - Autonomous agents (NPCs) with MMs, use of reactive planning for behaviour selection
  • 80. Current Work Analysis of play test data • Video’s of game play in the client, along with player’s face and voice • Surveys • Log files • counts of Affective Actions towards group.memebers, depending on sentiments between avatars • Counts of Affective Actions and Spells between entities when conquering the CMs players authored
  • 81. Future Directions Prototyping and play-testing methods for game design research. Utilisation of bio-feedback from players, both for design and for play-testing.
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  • 85. Stance How affordances and action potential of avatars in multiplayer settings can affect narrative potential.
  • 86. Outline • Semi Autonomy • Relief, impression, expression • PI and MM • Agent Architecture: The Mind Module • Prototype: The Pataphysic Institute • CAP of semi-autonomous avatars and narrative potential.
  • 87. Impression Character-information available only to avatars' own players shows the action potential of the avatars - what they can do at a given moment and how. The properties of avatars can be used to represent the game world subjectively, helping players to identify with their representations and immerse themselves into story worlds. Ex: in Michael’s Subjective Avatars users receive text descriptions of environments which react avatars emotional states.