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Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li. REFERENCE. Automatic Customization of Non-Player Characters Using Players Temperament Hector G´omez-Gauch´ıa and Federico Peinado Depto. Ingenier´ıa del Software e Inteligencia Artificial

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Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

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  1. Automatic Customization of Non-Player Characters Using Players Temperament Kyle Li

  2. REFERENCE Automatic Customization of Non-PlayerCharacters Using Players Temperament Hector G´omez-Gauch´ıa and Federico Peinado Depto. Ingenier´ıa del Software e Inteligencia Artificial Universidad Complutense de Madrid, Spain

  3. TABLE OF CONTENT INTRODUCING GAMECUSTOMIZATION SOME CONCEPTS THE MODEL CONCLUSIONS

  4. INTRODUCING GAME CUSTOMIZATION

  5. WHAT IS A VIDEO GAME? the goal of video games is evoking emotion in the player it is well known that each player is emotionally affected in a particular way

  6. NPC characters of the game which are controlled by the system, able to interact with the player’s avatar interchanging items and information

  7. CURRENT APPROACH more related to the automatic adjustment of the difficulty level of action or strategy games – Max Payne we focus on Role-Playing Games (RPGs), characterized by strong emphasis on social interaction with NPCs

  8. CUSTOMIZING NPCs appearance e.g. race, clothes, ... abilities e.g. AI, ... animation e.g. way of walking, standing... interaction e.g. content of speaking,... environment e.g. weather, ambient light, ...

  9. NEVER WINTER NIGHTS Servant: Welcome home, sir. [Repeating fast worship movements] Drax: Hum, I feel so tired... Please, servant, prepare the bath. Servant: Immediately, sir. [Running to the bathroom].

  10. WHY CUSTOMIZE IT? probably it is not the most appropriated animation from the point of view of a player with a serious temperament could be considered even offensive by some cultures or religions

  11. SOME CONCEPTS

  12. WHAT IS TEMPERAMENT? Temperament is defined as the part of the personality which is genetically based Regularity Intensity Distractibility Sensitivity Activity Initial reaction Adaptability Mood Persistence & Attention Span ...... Wikipedia

  13. DAVID KEIRSEY's THEORY four basic temperaments: Artisan, Guardian, Idealist and Rational each person has a unique proportional combination of the four normally one of the temperaments is predominant e.g. Artisan 10%, Guardian 10%, Idealist 30% and Rational 50%. widely applied in psychology for interview job candidates

  14. REASON ABOUT TEMPERAMENT CASE BASED REASONING(CBR) + ONTOLOGIES

  15. ONTOLOGIES an ontology is a representation of a set of concepts within a domain and the relationships between those concepts. It is used to reason about the properties of that domain, and may be used to define the domain Wikipedia

  16. TEMPERAMENT ONTOLOGIES

  17. VARIATION ONTOLOGIES

  18. CASE BASED REASONING Case-based reasoning (CBR), is the process of solving new problems based on the solutions of similar past problems Wikipedia

  19. CASE BASED REASONING an auto mechanic who fixes an engine by recalling another car that exhibited similar symptoms a lawyer who advocates a particular outcome in a trial based on legal precedents or a judge who creates case law

  20. CBR IN OUR DOMAIN CASES are all the assertions we made in the customization domain e.g. “a polite NPC with slow movements makes you feel calm”

  21. THE MODEL

  22. AUTOMATIC NPC CUSTOMIZATION MODEL

  23. THE CUSTOMIZATION PROCESS Keirsey’s questionnaire gives us the following player temperament proportions: Artisan 10%, Guardian 10%, Idealist 30% and Rational 50% The reasoning cycle retrieves the most similar case e.g. Artisan 10%, Guardian 30%, Idealist 30% and Rational 30%

  24. THE CUSTOMIZATION PROCESS measure the similarity between cases by:

  25. THE CUSTOMIZATION PROCESS • adapt the retrieved case e.g. Artisan stays unmodified, make Guardian decreasing 20%, make Rational increasing 20% and let Idealist without modifications e.g. to make the retrieved case 20% more Rational we calculate that proportion in the list and we choose the element which occupies the position corresponding to the obtained proportion

  26. THE CUSTOMIZATION PROCESS execute the modified variations e.g. direct commands or embedded scripts get the feedback of the player after the game session to remember the useful cases to be reused in further iterations

  27. THE RESULTS Servant: Welcome to the castle, sir! Everybody has heard about your courage in the battlefield. Drax: I am tired because of the battle, servant. Prepare my bath. Servant: At your command, my lord. [Saluting him] A perfumed bath is ready for you.

  28. CONCLUSIONS

  29. LIMITATIONS an out-of-game questionnaire is annoying to construct the case base is time consuming

  30. EXTENSIONS customizing whole groups of characters as families, troops, or even the whole cast of the game is also possible the customization is independent of the game domain and genre identify dynamically values (e.g. player emotions) according to the actions of the avatar using specific heuristics

  31. THANK YOU ?

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